Neener Neener: The Attack Penalties Handbook

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Neener Neener

After realizing how many methods there are of stacking attack penalties on enemies in this thread, I've decided to put together a guide to put them all in one place for handy reference. I hope you like tables. Also, there will be a stronger focus on at-will attack penalties, because that's more fun.

The beauty of these builds is that a single hit will greatly cripple any enemy without an automatic damage mechanism - if you have good defenses, monsters will only hit on an 10 or better, and if they have a -9 to attack, they're practically helpless bar critical hits. Plus, there's something so satisfying about imagining a rogue dancing around an enemy taunting him with "hit me, c'mon, hit me!".


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AttackClassStatRangeTargetKeywordsPenaltyAgainstDurationHit/Effect
Enfeebling StrikePaladinCha vs. ACMeleeCreatureWeapon-2 if markedAllEoYNTHit + Mark
Overwhelming StrikeAvengerWis vs. ACMeleeCreatureWeapon[feat]   
Disheartening StrikeRogueDex vs. ACMelee or RangedCreatureRattling, Weapon-2 rattlingAllEoYNTHit
Beguiling StrandsWizardInt vs. WillBlast 5EnemyArcane, Charm,
Implement, Psychic
[feat]   
Sunspray Dance[feat, human]Highest vs. ACMeleeCreatureWeapon-2AllSoYNTHit
Chilling CloudWizardInt vs. FortBurst 1 in 10EnemyArcane, Implement-2 in areaAllEoYNTEffect
Dire RadianceWarlockCha/Con vs. FortRanged 10CreatureArcane, Implement[feat]   
Eldritch StrikeWarlockCha/Con vs. ACMeleeCreatureArcane, Weapon, MBA[feat]   
Biting SwarmSeekerWis vs. ACRangedCreaturePrimal, Weapon, RBA-2All, adjacentSoYNTHit
Vicious MockeryBardCha vs. WillRanged 10CreatureArcane, Charm,
Implement, Psychic
-2AllEoYNTHit
Brash StrikeFighterStre+2 vs. ACMeleeCreatureWeapon[feat]   
Singing StrikeClericWis vs. ACMeleeCreatureThunder, Weapon-2AllEoYNTEffect
DisheartenPsionInt vs. WillBurst 1 in 10CreaturesImplement, Psionic, Psychic-2AllEoYNTHit
Illusory AmbushWizardInt vs. WillRanged 10CreatureArcane, Illusion,
Implement, Psychic
-2YouEoYNTHit
Intellect SnapBattlemindCon vs. WillMeleeCreaturePsychic, Weapon[feat]  Hit, daze
Mantle of the InfidelInvokerWis vs. WillRanged 20CreatureImplement-4AlliesMarkedHit, mark
Fallen NeedleMonkDex vs. ReflexMelee touchCreatureImplement, Psionic-2YouEoYNTHit
Ego WhipPsion (7)Int vs. WillRanged 10CreatureImplement, Psionic,
Fear, Psychic
-2All, DefEoYNTHit


Feats


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NameTierPrerequisitePenaltyAgainstDurationTrigger
Power of MadnessHeroicDivine, madness domain-1AllEoYNTHit with Enfeebling Strike, Overwhelming Strike, Righteous Brand or Visions of Blood
Whip TrainingHeroicDex 13-2ChoiceEoYNTHit with whip
Impending Doom StyleHeroicMartial, trained in Intimidate-2AllEoYNTHit twice with Twin Strike, Hit with Riposte of Riposte Strike
Arena SpecialistHeroicInt 13, martial class-2AllEoYNTHit with Disheartening Strike (one adjacent enemy)
Draji Palatial PracticeHeroicMartial, trained in Intimidate-2AllEoYNTHit with Circling Strike, Deft Strike, Furious Smash, Sure Strike
Sunspray WarriorHeroicHuman, Sunspray Heritage-2AllEoYNTHit with Sunspray Warrior
Underhanded TacticsHeroicRogue, Sneak Attack-2AllEoYNTDeal Sneak Attack, forgo 1 die
Disheartening AmbushParagonRogue, Sneak Attack-2AllEoYNTDeal Sneak Attack, forgo 1 die (rattling)
Mark of WardingHeroicDragonmark-3AlliesWhile markedIf marked
Eladrin's ChallengeHeroicEladrin, fighter-3AlliesWhile markedIf marked, wielding a longsword or any spear
Daunting ChallengeParagonFighter, Combat Challenge-3AlliesWhile markedIf marked
Group DefenseHeroicHalf-elf, Paladin+1 DefAlliesWhile markedIf marked
Arcane Familiar - Gallant HawkHeroicAny arcane-3AlliesWhile marked, adjacentIf marked, adjacent
Ironstar StudentHeroicFighter, ranger, warlord, flail/mace proficiency-2AllEoYNTHit with Brash Assault, Marauder's Rush, Reaping Strike with CA and flail/mace
Beguiling EnchantmentHeroic -2YouEoINTHit with charm power
Bloodhunter’s DreadHeroicTiefling-2YouEoYNTHit bloodied enemy
Fearsome FlurryHeroicFoulborn Heritage, monk, Flurry of Blows-2AllEoYNTForgo normal flurry damage
Distracting ShieldHeroicWis 15, fighter, Combat Challenge, shield-2AllSoYNTHit with CC
Distracting CompanionParagonRanger, Beast Master-2You, BeastSoYNTHit quarry next to companion
Psychic LockParagon -2NextEverHit with psychic keyword
Defending DabblerHeroicHalf-elf-2/3AlliesWhile marked, EoYNTHit with Dilettante
Dizzying MaceParagonFighter-ConAllWhile dazedHit and daze enemy with mace
Ulban’s FlareHeroicWarlock, star pact-2AllEoYNTHit with Dire Radiance with concealment
Hammer ShockParagonMartial, trained in Intimidate-2AllEoYNTHit with MBA with hammer (rattling)
Protective HexParagonWarlock, Warlock’s Curse-2AlliesEoYNTHit cursed enemy (against close and melee only)
World Serpent’s GraspHeroic -2AllUntil standsHit slowed or immobilized enemy (prone)
Polearm MomentumHeroicDex 15, Wis 15, fighter-2AllUntil standsPush/slide target 2 squares with polearm/spear attack (prone)


Items


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NameTypeProperty
Harmony BladeHeavy bladeHit target with both hands, enemy takes -2 penalty, You, EoYNT


Other Useful Feats


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NameTierPrerequisitesEffect
Mindbite ScornHeroicWarlock's Curse, sorcerer-king pactExtra 1d6 curse damage, psychic keyword
Moonbow DedicateHeroicWorship SehanineUse shortbow as implement for divine/arcane powers (for mindiron)
Enlarge SpellHeroicWis 13, WizardAdd 1 to wizard at-will/encounter blast or burst for -2 damage per die
Resounding ThunderParagon Add 1 to any blast or burst with thunder keyword
Arcane AdmixtureParagonAny arcaneAdd acid, cold, fire, lightning or thunder keyword to one arcane attack
Versatile MasterParagonHalf-elfDilettante becomes at-will, qualifies for Underhanded Tactics
or Warlock’s Curse, Defending Dabbler


Ways of getting Psychic keyword for Psychic Lock


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NameTypeEffect
Mindiron WeaponBows, CrossbowsHalf the damage dealt with this weapon is psychic damage
Sorrowsong BladeHeavy BladeHalf the damage dealt with this weapon is psychic damage
Githyanki Silver WeaponHeavy BladeAll damage dealt by this weapon is psychic damage
Mindbite ScornFeatAdds psychic keyword to warlock attacks


Class/Paragon Path Features


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NameTierPrerequisiteFeature
Illusion ApprenticeClassMageIllusion Apprentice: Hit with illusion power, -2 to Next attack roll
Ruthless RuffianClassRogueUse club and mace for rogue powers, qualify for dizzying mace
Messenger of PeacePPCleric, DiplomacyAura of Peace (16): Enemies within 2 squares of you take a -2 penalty, All, Always
Shadow AssassinPPRogueShadow Assassin’s Riposte (11): When missed, deal enemy Dex damage
Devout WarpriestPPWarpriestTranscendent Blessing (Oghma, 11): Singing Strike also immobilizes until EoYNT
Stygian AdeptPPArdentFearsome Zone (16): Enemies in zones of your psionic powers take a -2 penalty, All


Other Notes


Dizzying Mace may or may not work with Overwhelming Impact, as “using” a mace may or may not include having a mace in your off-hand. Some rods also count as maces, for adding Dizzying Mace on Warlock implement powers and so on.

Sample Builds & Combinations


I've been playing around with methods of stacking attack penalties on enemies at-will. Marks and mark-like abilities are good, but preventing hits on all targets is better - and general build practicality is still valued. Here are a few theoretical build frames, two for single target and the one for multiple targets.

The Enfeebler:
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Half-Elf Rogue/Paladin

Versatile Master with Enfeebling Strike, Psychic Lock + Githyanki Silver Dagger, Multiclass Paladin with Power of Madness, Underhanded Tactics and Mark of Warding with Defending Dabbler [7 feats]

Enfeebling Strike: -2 (all)
Mark: -3 (allies)
Psychic Lock: -2 (next)
Power of Madness: -1 (all)
Underhanded Tactics: -2 (all)
TOTAL:
-7/5 against you, -10/8 against allies
(the two values represent first and subsequent attack rolls, as Psychic Lock only hinders the next attack)



The Disheartener
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Rogue|Ranger (Beastmaster)

Disheartening Strike with Hybrid Talent: Beastmaster, Psychic Lock + Githyanki Silver Weapon, Underhanded Tactics and Distracting Companion [4 feats]

Rattling: -2 (all)
Psychic Lock: -2 (next)
Underhanded Tactics: -2 (all)
Distracting Companion: -2 (you and companion)
TOTAL:
-8/6 against you, -6/4 against allies
(the two values represent first and subsequent attack rolls, as Psychic Lock only hinders the next attack)

BONUS: Arena Specialist [Arena Fighting] means adjacent enemy is rattled as well



The Beguiler
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Half-Elf Rogue

Versatile Master with Beguiling Strands, Psychic Lock, Underhanded Tactics and Mark of Warding with Defending Dabbler [5 feats]

Mark: -3 (allies)
Psychic Lock: -2 (next)
Beguiling Enchantment: -2 (you)
Underhanded Tactics: -2 (all) [one target]
TOTAL:
-6/4/2 against you, -7/5/3 against allies
(the two values represent first and subsequent attack rolls, as Psychic Lock only hinders the next attack, and the third represents the difference between all targets and one target you chose to hit with sneak attack)

-----

Add Resounding Thunder + Arcane Admixture to make it close blast 6
and/or
MC Fighter + Arcane Implement Proficiency (Glaive) + Polearm Momentum to add prone (extra -2 penalty)



The Hammerer:
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Half-Elf Rogue
Versatile Master with Eldritch Strike, Psychic Lock + [some means of psychic damage?], Hammer Shock, Underhanded Tactics and Mark of Warding with Defending Dabbler [6 feats]

Rattling: -2 (all)
Mark: -3 (allies)
Psychic Lock: -2 (next)
Underhanded Tactics: -2 (all)
TOTAL:
-6/4 against you, -9/7 against allies
(the two values represent first and subsequent attack rolls, as Psychic Lock only hinders the next attack)

*similar to enfeebler, but get to add all the benefits of MBA



The Vicious Mocker
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Half-Elf Rogue

Versatile Master with Vicious Mockery, Psychic Lock, Underhanded Tactics, Beguiling Strands and Mark of Warding with Defending Dabbler [6 feats]

Hit: -2 (all)
Mark: -3 (allies)
Psychic Lock: -2 (next)
Beguiling Enchantment: -2 (you)
Underhanded Tactics: -2 (all)
TOTAL:
-8/6 against you, -9/7 against allies
(the two values represent first and subsequent attack rolls, as Psychic Lock only hinders the next attack)

*like the beguiler, but single target in exchange for more reliable penalty



Headspin by Cazzeo
Distracting Warlock by Mellored
Sir Marks-a-Lot by Valenkosh

Add in Shadow Assassin and a mark punishment for added hilarity :D

What are your best penalty-to-hit machines? Are there more tricks I've missed?

Ways to combine penalties:



  • Psychic damage for Psychic Lock, can use attack with that keyword, add with Githyanki weapon or Mindbite

  • Anything that knocks prone gives a -2 penalty to attack

  • Half-elf Rogue: your Dilettante benefits from Underhanded Tactics and Defending Dabbler

  • Half-elf Warlock: your Dilettante benefits from Mindbite Scorn, Protective Hex, Defending Dabbler

  • Beastmaster Ranger: you can benefit from Distracting Companion

  • Using an MBA: you can use Hammer Shock

Daily/Encounter/Conditional Penalties


Here is the section for penalties that occur daily, per encounter or action point. If you have enough of these, you can easily stack unbeatable penalties for most of each fight - see the sample builds for examples.


Feats


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NameTierPrerequisitePenaltyAgainstDurationTrigger
Imperious MajestyHeroicTiefling-ChaYouEoYNTHit enemy who hasn't acted yet
Furious DemandHeroicTiefling-ChaYouSave endsSucceed on Intimidate or hit (Daily)
Mantle of MisfortuneHeroicTiefling-2AllEoYNTWithin 5 squares


Paragon Path Features


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NamePrerequisiteFeature
HexerWarlockDamning Curse (11): Action point, cursed creatures take a -2 penalty, All, EoYNT
Nightmare WeaverWarlock, IntimidateInsidious Curse (11): Cursed enemy dies, Curse nearest enemy, if already cursed slide 2 and -2 penalty, All, EoYNT
Nightmarish Action (11): Action point, slide cursed creatures 1 square and -2 penalty, All, EoYNT


Powers


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AttackClassStatRangeTargetKeywordsPenaltyAgainstDurationHit/Effect
Bane (Enc)ClericWis vs. WillRanged 10CreatureImplement-(Cha+1)All (& Def)EoYNTHit
Denunciation (Enc)ClericWis vs. WillRanged 5CreatureImplement-ChaAll (& Def, Dazed)EoYNTHit

Imperious Majesty! -Cha
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!
Might want to look at my void defender.
Not quite as potent or at-will, but sorta fits the theme.

Nice little guide BTW.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Forgot the most important one! Dishearten...
Can't a Half-elf Warlock with Mindbite also stack Defending Dabbler? Also you forgot Mindiron Crossbow.
Arcane Familiar - Gallant Hawk
While a creature marked by you is adjacent to you, it takes a -3 penalty to attack rolls on attacks that don’t include you as a target instead of the normal -2 from being marked.

I am grabbing this one for my Paladin MC Bard since Mark of Warding isn't available.
Illusory Ambush+Illusion Mage+Psychic lock?  -6 at will, perma CA, plus all the goodies a master wand and headband of intellect (Or the other hat as well).

Figure that is the easiest way to up the penelties, but I didn't see the first 2/3s of that on your list.  ;) 
Thank you everybody for your input! I've added all the new powers, feats and features into the original posts. I had no idea there were this many ways of going about attack penalties, and they all have their advantages and disadvantages. Keep up the good work!
One note about prone, unless you can prevent them from standing or daze them the penalty will rarely apply since most mobs will just stand up and then either charge or attack.
Messenger of Peace

"Violence should be the last resort."


Prerequisite: Cleric, trained in Diplomacy

Aura of Peace (16th level): Enemies within 2 squares of you take a -2 penalty to attack rolls.
Sapphire - Swormage Dragon Guardian - Dont touch my allies build. Swordmage / Sigil Carver / Draconic incarnation The Holy Slayer - A Striker - Defender Fighter | Cleric / Barbarian - Paragon of Victory WEREBEAR BATTLEMIND: You wont go where you want. - A Battlemind (Druid) / Unbound Nomad / Topaz Crusader
Sorrowsong Blade (Heavy Blade) can't turn off the psychic damage, but has a nice nova daily.

Nightmare Weaver (Warlock PP) makes all your Warlock encounter powers and the PP encounter power rattling.  Warlocks in general are great attack debuffer.  Witchfire at level 1!
Tiefling feats:

Mantle of Misfortune -2 , and slide 1 on a miss

Furious Demand -CHA mod (save ends)
Harmony Blade: -2 attack UEOYNT if you hit a target with this weapon and your off-hand weapon.

Obligatory for the guide
Might want to mention that some rods are maces.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

From the cleric power list:



Bane

Encounter        Divine, Implement
Standard Action      Ranged 10


Target: One creature


Attack: Wisdom vs. Will


Hit: Until the end of your next turn, the target takes a penalty to attack rolls and all defenses equal to 1 + your Charisma modifier.



Denunciation

Encounter        Divine, Implement
Standard Action      Ranged 5


Target: One creature


Attack: Wisdom vs. Will


Hit: Until the end of your next turn, the target is dazed and takes a penalty to attack rolls and all defenses equal to your Charisma modifier.



I'm sure there is more but there are couple

One of my first characters is a half-elf paladin-warlock that uses a lot of those tricks. Mark of Warding, Group Defense (which is a -1 to hit allies even if the monster respects the mark), and Protective Hex (which gives its -2 against close attacks against allies even if it respects the mark).

Divine Challenge, Curse, Eyebite on Target.

Target is -5 to hit me (in full plate and shield), and -6 to hit allies. Even better, since I do it from range, the target often has to provoke OAs to get to me, and he suffers a -3 penalty to attacks even when he respects the mark with close attacks.

I guess I could combine that with Messenger of Peace to make it a -7 / -8, with an unavoidable -5 for allies... but I really like Hospitaler.

Crimson Fire for d10 curse damage, so his DPR isn't too shabby, either.
Have you considered adding every power that restrains to the list?  Does give -2 to attack...
Warlock's Hexer PP's feature Damning Curse gives a -2 penalty to atk rolls of your cursed targets when you spend an action point.
Nice guide Monkey, keep up the good work!
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
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The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
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28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
Could you reprint the text for Ulban's Blaze (the Dire Radiance feat)?

Best complements I have yet received:

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Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

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Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Could you reprint the text for Ulban's Blaze (the Dire Radiance feat)?

Ulban's Flare 
Prerequisite: Warlock, star pact
Benefit: When you hit a creature with dire radiance and you have concealment or total concealment from that target, the target takes 2 extra damage and a -2 penalty to attack rolls until the end of your next turn. The extra damage increases to 4 at 11th level and to 6 at 21st level.

Contributions have all been added to the guide, as well as some additional structure. Excellent find on Messenger of Peace (both times it was suggested) and Group Defense (stacks to give a -4 penalty on marks!). Thank you all for your help, this is becoming pretty comprehensive!
Intellect Snap + Dizzying Mace (+ Psychic Lock + Mark).

Possibly hybrid to get a few other things, like curses + protective hex (and a nice MBA).

Also, shouldn't messenger of peace be in the top section?  Since it's at-will?

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Good call, updated. And Intellect Snap is a terrifying combination.
A standard Ardent trick is Fearsome Zone (from Stygian Adept pp) + taking all dailies (utils and attacks) that make zones for a constant -2 to attack rolls all encounter long.  By epic, the ardent usually has 5 pretty good-sized zones and can do this all day.
If you're thinking of adding a section on Other Useful Items, the Wand of Allure is great for a Charm caster with Beguiling Enchantment.

Also, powers... just go to the online Compendium and do a search for penalty "attack rolls" and you'll see there are lots of them. Bards alone have 10.

 
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
Thanks for the feat (I'm too cheap to get a DDi subscription).  I recently was able to actually use Dire Radiance - I'm a CHR'lock - and have had a blast with it so far.  More damage than Eldritch Blast or the enemy stays the heck away from me!

New power for the list:
Mantle of the Infidel, Invoker at-will
if you hit an enemy who is marked, the mark penalty grows to -4.

Best complements I have yet received:

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Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

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Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign
















Brash StrikeFighterStre+2 vs. ACMeleeCreatureWeapon[feat]   




Not finding any feats that work with Brash Strike to impose an attack penalty. Did you mean Brash Assault?  X Strike? 
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You are correct, I meant Brash Assault.

Also, let's see if this forum supports iframes:

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EDIT: Evidently not. Shame, it would have made sorting a lot easier. I suppose I can still link to the table, though.

EDIT: Attempt 2.

So I was thinking about Righteous Fury on a Thief. (currently playing a Pixie charger, rattling wouldn't be a bad tack-on)

Is there any way to optimize that?
-2 to hit is a big penalty, although you are a charging thief so you might not notice the difference.

However, there are much better options for a thief with sneak attack - Underhanded Tactics (heroic) and Disheartening Ambush (paragon) both trade one dice of sneak attack damage for a -2 penalty to attack until EoYNT. So you can, for 2 feats, increase the odds of that enemy missing by 20%, or use either one independently. It's pretty easy, actually. Too easy, I think.

There's also using a Githyanki Silver dagger and Psychic Lock (paragon), although that's only the next attack. That would be -6 to their next attack, -4 until EoYNT. On top of ludicrous charging damage, since you'd only be trading 7-9 average damage per attack for some pretty hefty control.
Good grief, I could do all of that AND Righteous Fury on top of it. Losing one d6/d8 of sneak attack isn't really noticed as right now I'm rolling 3d8+2d6+11 (Vanguard+Surprising Charge+LBE) on a charge. It is a drop in DPR, but one I think I can afford.
I would still suggest against Righteous Fury, since your massive damage and severe attack penalties won't help you one bit if you don't hit them first. The damage you'd lose from those 2d8 is less than the damage you'd lose from missing those 2 additional attacks in 20, and you can always decide to add them back in if you'd rather deal damage than control - with RF, if you miss you can't change your mind and decide you'd rather have had higher accuracy that attack.
I would still suggest against Righteous Fury, since your massive damage and severe attack penalties won't help you one bit if you don't hit them first. The damage you'd lose from those 2d8 is less than the damage you'd lose from missing those 2 additional attacks in 20, and you can always decide to add them back in if you'd rather deal damage than control - with RF, if you miss you can't change your mind and decide you'd rather have had higher accuracy that attack.



True enough. I can get up to +18 on a charge if I want to (+17 now), but I'd rather drop the d6 than the -2 to attack. If I don't hit, then nothing happens. If I ever take Righteous Fury, it will be after everything else I'd take in Heroic, so I probably won't take it at all. Thanks for helping me think through that.
Been meaning to make a contribution here for some time and just never got around to it.

Quick notes:
1. There's another Paragon rogue feat (Disheartening Ambush) that trades another d6 of Sneak Attack dice to add Rattling to the attack. Plays right along with Underhanded Tactics (although UT is stronger feat by a narrow margin due to rattling ending at the end of the monster's turn, as well as rattling-fear-immunities).
2. Githyanki Silver only exists on heavy blades, so for a rogue to use it he has to take Versatile Duelist...which only allows you to do CA on Rogue Powers. Enfeebling Strike on a Dilettante rogue with a Githyanki Silver Blade (your sample #1) appears to be impossible - you'll have to give up on something or another.
3. By the same logic, Disheartening Strike with psychic lock is still possible, but only with a Mindiron Crossbow or if you take Versatile Duelist. You can skip Disheartening Strike and take a better power (say, Riposte Strike), however if you just took Disheartening Ambush instead.

I'd love to post my Rogue|Paladin debuff build up here as an official submission for this handbook if you would have it. The core pieces are Versatile Duelist + Githyanki Silver Longsword + Psychic Lock, Underhanded Tactics, and Disheartening Ambush along with a mark to create a -8 to debuff hit others and -6 to hit you, all the while inflicting it with a catch-22 via Riposte Strike.
I've been meaning to update the main page for some time and just never got around to it Tongue Out

I really need to take off all the githyanki daggers I'd added, they're very misleading. I keep forgetting it's heavy blade only, even though it says so on my own guide... And I hadn't noticed Versatile Duelist was for rogue powers only, making it incompatible with Dilettante, good find.

And by all means, post your build! I'd love to have some new additions to the guide now that I have to update my previous designs.
Barring errata's I'm unaware of, D374, feat Deva Heritage gives you the daily stance Astral Splendor. -2 to all attacks against you until you're bloodied. Stance ends at that point.
Alright, I promised to do this at some point, so I'll stop obsessing over making this perfectly optimized and just go at it.

The Elevator Pitch:
Rogue|Paladin Riposte Catch-22 lockdown defender that throws down -9 hit debuffs vs allies and self.

Build


====== Created Using Wizards of the Coast D&D Character Builder ======
Cross Counter, level 16
Human, Rogue|Paladin, Gladiator Champion
Hybrid Paladin: Hybrid Paladin Fortitude
Student of the Sword: Student of One-Handed Weapons
Hybrid Talent: Paladin Armor Proficiency
Human Power Selection: Heroic Effort
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)


FINAL ABILITY SCORES
Str 20, Con 13, Dex 22, Int 9, Wis 11, Cha 13.


STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 8, Wis 10, Cha 12.



AC: 35 Fort: 28 Reflex: 31 Will: 23
HP: 110 Surges: 9 Surge Value: 27


TRAINED SKILLS
Intimidate +16, Athletics +16, Perception +13, Thievery +15, Stealth +15, Acrobatics +15


UNTRAINED SKILLS
Arcana +7, Bluff +9, Diplomacy +9, Dungeoneering +8, Endurance +5, Heal +8, History +7, Insight +8, Nature +8, Religion +7, Streetwise +9


FEATS
Human: Heavy Blade Expertise
Level 1: Versatile Duelist
Level 2: Underhanded Tactics
Level 4: Mark of Warding
Level 6: Hybrid Talent
Level 8: Mighty Challenge (retrained to Disheartening Ambush at Level 11)
Level 10: Vigilante Justice Style
Level 11: Student of the Sword
Level 12: Heavy Blade Opportunity
Level 14: Warborn Fury Style
Level 16: Psychic Lock


POWERS
Hybrid at-will 1: Riposte Strike
Hybrid at-will 1: Ardent Strike
Hybrid encounter 1: Dazing Strike
Hybrid daily 1: Press the Advantage
Hybrid utility 2: Call of Challenge
Hybrid encounter 3: Mocking Smite
Hybrid daily 5: Dark Majesty
Hybrid utility 6: Ignoble Escape
Hybrid encounter 7: Low Slash
Hybrid daily 9: Profit from Weakness
Hybrid utility 10: Acrobat's Escape
Hybrid encounter 13: Lashing Blade (replaces Dazing Strike)
Hybrid daily 15: Knightly Intercession (replaces Dark Majesty)
Hybrid utility 16: Slip from the Grasp


ITEMS
Githyanki Silver Longsword +3, Amulet of Protection +3, Magic Warplate Armor +4, Heavy Shield, Headband of Intellect (heroic tier), Iron Armbands of Power (heroic tier), Antipathy Gloves (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Detailed Explanation of Key features:

- Human -> Pack Outcast. There are better themes and better races (half-orc is preferred), but this build requires CA, and rather than magically assume it, I'm going to take the theme that virtually assumes it (even post-nerf, I think its a safe assumption).
- Gladiator Champion's 16F says any enemy adjacent to you cannot shift except adjacent to you. Slap on Antipathy Gloves, so every square adjacent to you costs an extra square to move into. Unless they can shift 2 or provoke an OA, they're stuck there next to you, period.
- Speaking of OAs, you take Versatile Duelist and Heavy Blade Opportunity to OA with Riposte Strike, a rogue power. Your OAs freaking hurt.
- Speaking of Versatile Duelist, you use that to use Riposte Strike with a Heavy Blade.
- And now all the usual suspects for a debuff combo come together: Githyanki Silver Longsword + Disheartening Ambush + Underhanded Tactics + Divine Challenge + Mark of Warding. You use Disheartening Ambush and Underhanded Tactics to ditch 2d6 of sneak attack dice to inflict -2 to hit and ratting (another -2), stacking. They're at -9 to hit my allies, and -6 to hit me.
- But there's more. You've got Vigilante Justice Style, which says if they hit an ally adjacent to you, you can Riposte Strike back. You've also got Warborn Fury Style, which says if they attack you and you land your Riposte interrupt, you inflict a further -3 to hit penalty to hit you (total: -9 to hit you). Style feats are mutually exclusive in application, but that's perfectly fine. If they go for you, Warborn Fury. If they go for your ally, Vigilante Justice.

Net effect: the guy whose life you're making miserable is at -9 to hit your allies , and -9 to hit you, is stuck firmly next to you, and is taking a shot of Riposte no matter how you look at it.


Additional Notes:

- Power selection here is intentional, but also kind of random. They're all good powers you'd want to use (particularly Lashing Blade, which will hand out -6 debuffs in a pseudo-burst 1). None of it is required beyond the basic Riposte Strike.
- A few of the feats here are taken solely for demostration/theory-op purposes. Realistically, I skip Mark of Warding for Improved Defenses, and HBO (not a core piece of deterrence) gets put off in favor of Reserve Manuver.
- You may also convert this build to a pure DPR variant by taking Hybrid Talent for Brutal Scoundrel and going frostcheese over psylock. Gain about 15-20 DPR and lose out on the -2 to psychic lock. Also lets you skip out on Human and Pack Outcast that way.
- ED: Destined Scion. Boring. Effective. This build likes hitting.
- I'm actually playing a pure Cha variant of this build right now. Rogue|Paladin MC Skald going Daring Blade to make both ends of Riposte Strike source to Charisma. Using Mark of Finding with Pack Outcast to maintain the Riposte catch-22. Fun as hell to play.

Questions? Comments? Hatemail?