En Garde! The Rogue Defender.

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The Unlikely Defender

A Pixie Striker?



My original build had a few problems preventing it from being effctive. 1) It had no way of preventing the enemy from attacking non-adjacent allies with melee or close attacks. 2) The penalties imposed by Riposte Strike relied on feats that do not stack. 3) My refusal to hybrid or MC into any defender class prevented me from obtaining marks or defender auras.


In this new build addresses all of those problems. 1) A pixie can occupy the same square as other creatures, by sticking on the target or on a melee ally I will be able to make use of Vigilante Justice Style by always being adjacent to my ally. 2) I have replaced those feats for other attack penalty feats: Psychic Lock and Protective Hex. This was made possible by going hybrid warlock. 3) A defender's mark or aura debuffs enemy attacks against allies and punishes for disobeying said marks/auras. I effectively replicate this: melee/close attacks suffer -2 from Protective Hex and I retaliate with Riposte Strike's immediate interrupt, ranged/area attacks suffer -2 from Psychic Lock because I retaliate with OAs using Eldritch Strike.


Build Summary

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====== Created Using Wizards of the Coast D&D Character Builder ======
Whisper, level 30
Pixie, Rogue/Warlock, Daring Blade, Destined Scion
Eldritch Strike Option: Eldritch Strike Charisma
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Reflex
Hybrid Talent Option: Rogue Combat Talent
Rogue Combat Talent Option: Rogue Weapon Talent (Hybrid)
Epic Heroism Option: Dexterity
Epic Heroism Option: Charisma
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 10, CON 12, DEX 26, INT 12, WIS 13, CHA 30
 
STARTING ABILITY SCORES
STR 8, CON 10, DEX 14, INT 10, WIS 11, CHA 18
 
 
AC: 43 Fort: 41 Ref: 44 Will: 45
HP: 187 Surges: 16 Surge Value: 46
 
TRAINED SKILLS
Bluff +30, Diplomacy +30, Intimidate +30, Perception +21, Stealth +30, Streetwise +32
 
UNTRAINED SKILLS
Acrobatics +23, Arcana +16, Athletics +15, Dungeoneering +16, Endurance +16, Heal +16, History +16, Insight +16, Nature +18, Religion +16, Thievery +23
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Bard Utility: Skald's Aura
Warlock Attack 1: Eldritch Strike
Rogue Attack 1: Riposte Strike
Rogue Utility 2: Sneak in the Attack
Yakuza Utility 2: Life's Losing Hand
Intimidate Utility 2: Ominous Threat
Rogue Attack 3: Low Slash
Yakuza Utility 10: Underworld Vendetta
Daring Blade Attack 11: Weapon Display
Daring Blade Utility 12: Defensive Posture (Daring Blade)
Pixie Utility 16: Fairy Dance
Rogue Attack 19: Maiming Strike
Daring Blade Attack 20: Offensive Spin Slash
Warlock Attack 23: Command of Execution
Warlock Attack 25: Word of the Sorcerer-King
Destined Scion Utility 26: Epic Recovery
Rogue Attack 27: Safe Bet
Rogue Attack 29: Kiss of Death
Destined Scion Utility 30: Undeniable Victory
 
FEATS
Level 1: Light Blade Expertise
Level 2: Hybrid Talent
Level 4: Underhanded Tactics
Level 6: Master of Stories
Level 8: Nimble Blade
Level 10: Vigilante Justice Style
Level 11: Disheartening Ambush
Level 12: Protective Hex
Level 14: Improved Defenses
Level 16: Mindbite Scorn
Level 18: Psychic Lock
Level 20: Two-Weapon Fighting
Level 21: Two-Weapon Flurry
Level 22: Spirit Breaker
Level 24: Warding Curse
Level 26: Epic Fortitude
Level 28: Weapon Focus (Light blade)
Level 30: Sneaky Opportunity
 
ITEMS
Starleather Armor of Dark Deeds +6 x1
Iron Armbands of Power (paragon tier) x1
Zephyr Boots x1
Helm of Able Defense x1
Ring of Tenacious Will x1
Amulet of Protection +6 x1
Golden Ring of Teros x1
Belt of Vim (paragon tier) x1
Antipathy Gloves x1
Feyslaughter Dagger +6 x1
Pact Blade Dagger +6 x1
====== End ======


Damage Calculations


Riposte Strike 

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Attack Breakdown
+10 CHA
+15 half your level
+3 proficiency
+6 enhancement
+3 feat
+1 rogue weapon talent
+1 epic combatant
+2 CA
+1 nimble blade
=42 attack vs 44 AC (95% accuracy)


Damage Breakdown
2d4 weapon damage
+10 CHA
+6 enhancement
+1 TWF
+4 iron armbands of power
+3 feat bonus
+3 light blade expertise
=32 damage on immediate interrupt riposte, 35+6d6 crit
+3d6 sneak attack
=42.5 damage on riposte strike w/ sneak attack, 53+6d6 crit


Riposte Strike w/ Sneak Attack 0.05*0 (0)+0.9*42.5 (38.25)+0.05*74 (3.7)= 41.95


Riposte Strike Immediate Interrupt 0.05*0 (0)+0.9*32 (28.8)+0.05*57(2.85)= 31.65


Opportunity Attack using Eldritch Strike

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Main Weapon Attack Breakdown
+42 (same as riposte strike) +10 (Yakuza level 5 feature) = +52 vs 44 AC


Main Weapon Damage Breakdown
2d4 weapon damage
+10 CHA
+6 enhancement
+1 TWF
+4 iron armbands of power
+3 feat bonus
+3 light blade expertise
+10 lvl 5 yakuza feature
+2d6 sneaky opportunity
+4d6 warlock's curse
=63 damage, 81+6d6 on crit


Main Weapon OA 0.05*0 (0)+0.9*63 (56.7)+0.05*102 (5.1)= 61.8


Offhand Weapon Attack Breakdown
+52 vs 44 AC (same as Main Weapon OA)


Offhand Weapon Damage Breakdown
2d4 weapon damage
+10 CHA
+6 enhancement
+1 TWF
+4 iron armbands of power
+3 feat bonus
+3 light blade expertise
+10 lvl 5 yakuza feature
+2d6 sneaky opportunity
=49 damage, 57+6d6 on crit


Offhand Weapon OA 0.05*0 (0)+0.9*49 (44.1)+0.05*78 (3.9)= 48


Total OA damage Main(61.8)+0.95*Offhand(48)=107.4


Defender Calculations


Accuracy vs Me

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Attack vs AC
43 AC
+2 all def until take dmg after first turn
+2 while not bloodied
+2 warding curse
=49 AC
35 attack
-2 underhanded tactics
-2 rattling
-2 until hit after dropping minion
-2 concealment
=27 attack, can only hit on natural 20


Attack vs lowest NAD
41 Fort
+2 all def until take dmg after first turn
+2 while not bloodied
+2 warding curse
=47 Fort
33 attack
-2 underhanded tactics
-2 rattling
-2 until hit after dropping minion
-2 concealment
=25 attack, can only hit on natural 20


Accuracy vs Allies

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I'm not sure what the average non-defender AC and NAD are, so I'm going to assume the same as the accepted standard monster: 44/42/42/42. The target is already at -4 attack from my underhanded tactics and rattling, plus a further -2 penalty from either protective hex (close/melee) or psychic lock (ranged/area provokes eldritch strike OA, warlock's curse adds psychic keyword). That leaves the target with only 30% chance to hit my allies.


My Catch-22

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After hitting the target, the target has a few options for what to do on its turn:


A) Target attacks me. The target will have a 5% chance to hit me and takes 31.65 damage (see above, Riposte Strike).


B) Target makes a melee or close attack against an ally adjacent to me. Target will have a 30% chance to hit ally and takes 31.65 damage. (see above, Riposte Strike). Against a medium creature, I just stay in the target's space, so long as my melee ally is adjacent to the target (which he/she should be to hit) he/she will be adjacent to me. Against large or larger targets I would stay in my melee ally's space (assuming one melee ally), or in a corner of the target's space (assuming more that one melee ally, this leaves 5 spaces adjacent to the target for them to attack from while still being adjecent to me). There is NO reason for my melee allies to want to attack from a square not adjacent to me, flanking is unneccesay as the target grants CA thanks to my Spirit Breaker.


C) Target makes a ranged or area attack against an ally. Target will have a 30% chance to hit ally and takes 107.4 damage (see above, Opportunity Attack using Eldritch Strike).


D) Target moves away from me. The target cannot teleport thanks to feyslaughter weapon, antipathy gloves preventing shifting in any direction (assuming medium sized target whose space I'm in), and normal movement provokes OA for 107.4 damage. The target would have been better off not moving since it still takes the same penalty to attack rolls (or worse if target moves to make a melee/close attack since it will now suffer from both psychic lock and protective hex).


In Conclusion


This build is a better defender than my previous one (the human thief) because it can mimick a defender's mark/aura with penalties to attacks and punishment for disobeying marks/auras. And I did it all within the criteria I set for myself: No defender Hybrid or MC. There are of course weak points to this character that other defenders don't have (if built right):


1) The Catch-22 isn't very effective. Given options A) and B), the target would pick B). I would first have to get hit (possibly by someone else other than the target from the enemy team) to increase the target's chance of hitting me to 25%, or 35% if I'm bloodied, at which point the target will have a better chance of hitting me than my allies.


2) I can only defend against one enemy at a time, most encounters aren't solo. Then again, I could argue that enemies I'm not targetting have on average a 20% chance to hit me (40% after I do get hit), so they might consider attacking me anyways.

Very nice. Quick question: how do you intend to generate CA? You really want it natively (and off turn), to maintain your sticky Mark of Findng and keep your punishment deadly.
You can't use more than one style per attack. So no Impending Doom and Vigilante Styles in the same attack...
What MwaO said. You won't find anything to that effect in the CB or online compendium, but the book that introduced the style feats (Martial Power?) specified that only one can modify the power at a time.

Also, onecrazymojo, what's generating CA for him are all the Thief tricks. You really don't need anything else with a Thief, especially since the "defender" part of this build assumes that an ally is adjacent to you, meaning it's very likely that Tactical Trick will apply.
What MwaO said. You won't find anything to that effect in the CB or online compendium, but the book that introduced the style feats (Martial Power?) specified that only one can modify the power at a time.

Also, onecrazymojo, what's generating CA for him are all the Thief tricks. You really don't need anything else with a Thief, especially since the "defender" part of this build assumes that an ally is adjacent to you, meaning it's very likely that Tactical Trick will apply.



They don't generate off-turn CA though, so he would otherwise be dependant on flanking or other means for CA.
@onecrazymojo: Spirit Breaker makes target grant CA if I attack it while it is rattled. Disheartening Ambush allows me to give up 1 die of Sneak Attack to give my attack the rattling keyword.

@Mommy_was_an_Orc: Sorry, I'm using the CB and it allowed me to add the feats. The feats' effects also show up on the power card for Riposte Strike, so I thought it was a legal move. Could you point me to where it says I can't use more than one style per attack?
Er, pardon the double post.

Thanks for verifying mommy's point, tobascodagama. Not stacking styles is going to kill my ability to defend...
Gah! Will have to retrain a few feats Cry
For reference its in Martial Power 2 at the very least, page 110.
What MwaO said. You won't find anything to that effect in the CB or online compendium, but the book that introduced the style feats (Martial Power?) specified that only one can modify the power at a time.

Also, onecrazymojo, what's generating CA for him are all the Thief tricks. You really don't need anything else with a Thief, especially since the "defender" part of this build assumes that an ally is adjacent to you, meaning it's very likely that Tactical Trick will apply.



They don't generate off-turn CA though, so he would otherwise be dependant on flanking or other means for CA.



That was my initial point. But cuddlez has it under control with rattling. I seem to recall an easier way to add rattling to all your attacks other than giving up a sneak die, though....

Also your riposte interrupt will do far less damage as it keys off of strength, and this character only has a 12.

Ok, so here's what I'm getting from Martial Power 2 pg 110:


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USING COMBAT STYLES


Each combat style consists of two types of feats, lesser style feats and greater style feats. Both kinds of style feats provide benefits when you wield specific weapons or use specific weapons to make attacks. A lesser style feat modifies at-will attack powers and provides a bonus to a particular skill check. The at-will powers that a lesser style feat modifies are given at the end of the feat description. A greater style feat requires you to have a lesser style feat. Greater style feats modify encounter powers and provide various other benefits. Each power associated with a combat style feat is accompanied by an abbreviation to indicate which book the power appears in: Player's Handbook (PH), Martial Power (MP), or Martial Power 2 (MP2). You can learn any number of lesser and greater style feats. However,any single attack can benefit from only one lesser style feat and one greater style feat, and those feats must be associated with the same combat style. If multiple lesser style feats or greater style feats can affect an attack, you must declare which of each type of feat you areusing before making the attack.


Bolded parts emphasised by me.


You are referring to the last part I bolded, which specifically refers to lesser and greater style feats. I argue that Warborn Fury Style, Impending Doom Style, and Vigilante Justice Style are NOT lesser or greater style feats.


Arguement 1- The first part I bolded says that combat styles consist of two types of feats "lesser style" and "greater style". The feats I am defending are standalone feats, they are not combat styles because they aren't lesser style feats nor do they open up any access to greater style feats after I get the feat.


Arguement 2- Also in the first bolded part, combat styles only provide the benefit with certain weapons. The feats I am defending do not have such requirements.


Arguement 3- Just because the feats have the word "style" does not make them lesser or greater style feats. All lesser style feats do not even have the word "style", instead they use the word "student". There are other feats with "style" in their name but which don't fall under the definition of a combat style feat, for example: Drow Fighting Style, Slashing Kama Style, Skittering Mouse Style.


Maybe there's been an update to "USING COMBAT STYLES" that I don't know about, but RAW the feats I use in my build are not lesser or greater styles. They come from Dragon Magazine 368_We Who Are About To Die and Dragon Magazine 373_Art of the Kill, in which the feats are referred to as Arena Fighting Feats and Technique Feats respectively. Neither source mentions any limits to the use of their feats.

Ways to gain Rattling on basic attacks/at-wills

Righteous Fury - only for MBAs, and you have a -2 to hit with that attack
Hammer Shock -  requires a hammer and being trained in Intimidate. Paragon tier feat. Only applies to MBAs
Harrowing Swarm Student - only applies to Sly Flourish
sorry for another double post, but...
@tentfox: my paragon path allows me to use Charisma instead of any other attribute for the attack rolls and damage rolls of melee martial weapon powers. The only reason I need the feat Melee Training: Charisma is for my OA which uses MBA which does not have the martial keyword.

EDIT: yay someone posted before me, i take back my apologies for double posting Tongue Out
Alright, maybe I'm just blind, but I've looked over the components of the build a few times and I just can't see one part of it: What's letting you make an OA against enemies that use a melee or close attack power against non-adjacent allies?
Actually, RAW, I would argue Tentfox is right. The "riposte" from Riposte Strike is not a martial melee weapon attack. It just allows you to make a Strength vs. AC attack against the target as an immediate interrupt to being attacked.
Riposte strike.  Vigilante justice style makes the return hit from riposte strike trigger on them attacking you, or them attacking an ally adjacent to you.
Actually, RAW, I would argue Tentfox is right. The "riposte" from Riposte Strike is not a martial melee weapon attack. It just allows you to make a Strength vs. AC attack against the target as an immediate interrupt to being attacked.



Ok then hellish rebuke's return damage is not arcane?  I did not think that hit lines from powers change.  The hit ability of riposte strike is damage and the ability to attack back with a str vs ac attack.  It is part of the power.  Show me where the power changes.  Because last I looked, riposte strike was a martial power and powers did not change midway through its usage. 

Riposte strike.  Vigilante justice style makes the return hit from riposte strike trigger on them attacking you, or them attacking an ally adjacent to you.



Not adjacent allies; I know what's allowing him to counter with that. According to the catch-22 list, he can make an OA when an enemy attacks an ally that's not adjacent to him. That's what I can't figure out.

E: V Ah! That's a shame, yeah, it'd be handy to find a way to fix that. It's too bad you can't find a way to poach the knight's defender aura...
Alright, maybe I'm just blind, but I've looked over the components of the build a few times and I just can't see one part of it: What's letting you make an OA against enemies that use a melee or close attack power against non-adjacent allies?


 
Ah, right, oops. I'm going to have to fix that up. Should have been for when target makes ranged/area attack against ally within 2 squares of target (so I can shift between the two of them). I actually don't have a way of preventing the target from making a close or melee attack against non adjacent allies... will have to look into a way to fix that.

@meridianrose
Actually, RAW, I would argue Tentfox is right. The "riposte" from Riposte Strike is not a martial melee weapon attack. It just allows you to make a Strength vs. AC attack against the target as an immediate interrupt to being attacked.


I don't know, because RAW my attack doesn't even have to be melee, so I could throw a dagger to fulfill that "and it is within reach" requirement. Since if the "riposte" from Riposte Strike does not include keywords such as martial, it must not include weapon either, so I could theoretically do the "riposte" with a holy symbol. I'm not sure if this is how others see it, but since the immediate interrupt is part of Riposte Strike's hit line, and not a seperate line such as effect or aftereffect, I believe it has all the same keywords as the power.
Just found where I was wrong and I apologize. Reading it word for word, and having played both CCGs and RPGs for 20+ years, I would contend that, AS WRITTEN, the extra attack is granted from the power but not, itself, a martial weapon attack but... eh. I actually want this build to work so it doesn't bother me I was wrong. ;)

Of course, I'm wondering if a fighter/rogue hybrid, taking the few free/minor attacks that rogues have, can do the defending side of things better and still be a competent striker.
Of course, I'm wondering if a fighter/rogue hybrid, taking the few free/minor attacks that rogues have, can do the defending side of things better and still be a competent striker.



I was actually refraining from hybrid into a defender class to make my build special, but you make a great point (sorry ego), I'm not using the rogue's encounter attacks anyways, and I can still Sneak Attack with Riposte Strike. Sadly, I can't hybrid Knight or any other defender aura, and the fighter's combat challenge will allow me to do something if the target attacks an ally not adjacent to me. However, combat challenge is an immediate interrupt, so I can't use Riposte Strikes immediate. Comabt Challenge is not an OA, so Two Weapon Flurry, Sneaky Opportunity, and Yakuza feature lvl 5 do not apply.
I actually had a Rogue / Defender draft, but its a Hybrid (one of the things you don't want) and doesn't key off Fighter because of the inability to mark effectively with Riposte Strike (short of taking Half-Elf with Marking Dilettante, but then I wouldn't be able to Sneak Attack. Although my friend proposed a hybrid Warlock / Fighter with Riposte Strike Marking Dilettante ... but anyway ).

Anyway, the idea is to go hybrid Rogue / Battlemind for Blurred Step (in place of Mind Spike) to follow a Shifting Enemy. Your Mark persists and can use Riposte Strike to punish mark obedience. If he moves you follow him, and if he charges or shoot you OA him using an MBA. This is a problem because a Rogue has no MBA (which is required to fire off a hybrid Sneak Attack), but you can use Heavy Blade Opportunity and Versatile Duelist to do a Rogue At Will in place of an MBA, firing off Sneak Attack. So the build only works from earliest Level 12 or so.

The weakness is that if he is able to Melee Attack your Allies, you won't be able to get off a second attack. This may not be a problem at low levels, but when you face Large Enemies with Reach 2, and / or otherwise mobile enemies (Tunnelling, Phasing, Flying, Teleporting).

I am Blue/White

Pretty sure Hybrid Cavalier keeps defender aura if you wanted to pursue Cavalier|Scoundrel.  And with some paladin powers being Cha-based, you could keep the Daring Blade theme.
Ours is a world where people don't know what they want, and are willing to go through hell to get it. -Don Marquis

You are referring to the last part I bolded, which specifically refers to lesser and greater style feats. I argue that Warborn Fury Style, Impending Doom Style, and Vigilante Justice Style are NOT lesser or greater style feats.


That's not the actual relevant text. The actual text is in Dragon 371(page 9) and is likely elsewhere, but it goes like this:
[edit: and I'm aware this is now very obscure, but in a sense, so are those feats...] 


If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which feat modifies the power for the purposes of resolving the attack with the power.


All the Heritage feats listed there function similarly to the Arena feats, modifying specific at-wills.


You are referring to the last part I bolded, which specifically refers to lesser and greater style feats. I argue that Warborn Fury Style, Impending Doom Style, and Vigilante Justice Style are NOT lesser or greater style feats.


That's not the actual relevant text. The actual text is in Dragon 371(page 9) and is likely elsewhere, but it goes like this:
[edit: and I'm aware this is now very obscure, but in a sense, so are those feats...] 


If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which feat modifies the power for the purposes of resolving the attack with the power.


All the Heritage feats listed there function similarly to the Arena feats, modifying specific at-wills.




My completely worthless 2 cents after looking up and reading both articles...

It doesn't state in either article that the feats are (or function as) heritage feats, so I'd let it fly... and Warborn/Impending Doom modify a different part of Riposte Strike than Vigilante Justice.

Vigilante Justice : if you hit with the initial attack, you can do this : xxxx
Warborn/Impending Doom : if you hit with the riposte attack, this happens : xxxx

That being said... I don't believe that Warborn & Impending Doom play nice together. Both impose a to-hit penalty if you hit with the riposte (modifying same game element from same source) and at my table (if not elsewhere) would not stack. You would get the larger penalty (the -3 from Warborn).


Edit : scratch that last part, sleep deprived mind just read it again... Warborn Fury gives penalty only to triggering attack while Impending Doom goes EOYNT. So... GAME ON!

I'd been toying with a similar idea for a while... glad someone put some time & effort into it.

RenZhe did something similar with a Paladin|Rogue here

You are referring to the last part I bolded, which specifically refers to lesser and greater style feats. I argue that Warborn Fury Style, Impending Doom Style, and Vigilante Justice Style are NOT lesser or greater style feats.


That's not the actual relevant text. The actual text is in Dragon 371(page 9) and is likely elsewhere, but it goes like this:
[edit: and I'm aware this is now very obscure, but in a sense, so are those feats...] 


If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which feat modifies the power for the purposes of resolving the attack with the power.


All the Heritage feats listed there function similarly to the Arena feats, modifying specific at-wills.




My completely worthless 2 cents after looking up and reading both articles...

It doesn't state in either article that the feats are (or function as) heritage feats, so I'd let it fly... and Warborn/Impending Doom modify a different part of Riposte Strike than Vigilante Justice.



That's not relevant as per the bolded part. At the time of the article's release in 371, it was quite clear that it referred to the Arena Style feats as well, because people were at the time combining a couple of the Arena-style feats in really strong ways such as this one.

That's why you don't see any builds doing this in the various LDB handbooks. Believe me, CharOp was well aware of the possibilities of combining various feats.
RenZhe did something similar with a Paladin|Rogue here


That actually is the strategy I'm going for. Blackguard's ability to prevent attacks actually looks better than mine, at an earlier level.

If you choose multiple heritage feats (or feats that similarly modify at-will powers), you choose which feat modifies the power for the purposes of resolving the attack with the power.

All the Heritage feats listed there function similarly to the Arena feats, modifying specific at-wills.


At the time of the article's release in 371, it was quite clear that it referred to the Arena Style feats as well, because people were at the time combining a couple of the Arena-style feats in really strong ways such as this one.

That's why you don't see any builds doing this in the various LDB handbooks. Believe me, CharOp was well aware of the possibilities of combining various feats.


Ok, well if it's not allowed then I will have to do a bit of retraining and find other ways to put penalties on the target. But just to keep my hope up: does this ruling mean those "Power of..." domain feats don't stack as well? Cause right off the bat I can think of invoker benefitting from Power of Skill and Power of Arcana, then adding White Lotus Feats to access a divine, arcane, RBA.
Divine Power has the same one feat per power wording for the domain feats.
RenZhe did something similar with a Paladin|Rogue here


That actually is the strategy I'm going for. Blackguard's ability to prevent attacks actually looks better than mine, at an earlier level.


That build actually has problems getting off-turn CA reliably, unless your DM takes your bait and hits you on T1 while you have Daring Gamble up.

Here's an updated variant build of that: community.wizards.com/go/thread/view/758...

This one goes straight Str/Dex and takes Gladiator Champion as its PP (adjacent enemies cannot shift anywhere not adjacent to you). Combine with Antipathy gloves (squares adjacent to you take an extra move to enter), and enemies literally cannot shift anywhere once adjacent to you.

Two notes for this build:

- It really helps to put a mark on the enemy one way or another if you can find a way to make it work.
- You may want to keep Feyslaughter merely as a side option. There's a light blade weapon that lets you add your Cha-mod to damage every time you sneak attack, and being as a riposte build, you SA twice/round.
If you want a defender aura without going hybrid, why not just take the "Squire of Righteousness" multiclass feat?

If you want a defender aura without going hybrid, why not just take the "Squire of Righteousness" multiclass feat?




Because you can only punish it 1/e and it's much harder to optimize the damage of the Cavalier's punishment. Cavs can be good for some hybridizations, and actually a Riposte Strike Rogue with Cav Aura might be a bit good, but nowhere near as good as White Lotus Master Riposte on a Knight.

Typically, Riposte Rogues are specialist builds that have their MC feat slot already accounted for, as you're probably going to gravitate towards MC Fighter (Gladiator Champion), MC Bard (Daring Blade, single stat dependency), or MC Cleric (Tactical Warpriest) each with their obvious benefits, and all of which are about a billion times stronger than MC Cavalier.

It's certainly viable (just ignore the once/enc punishment, what you're really doing is just handing out -2 to hit around you), just not incredible, and like any other "bad" defender, you need to find additional ways around enemy shift-charging and not being able to enforce your Riposte in order to remain relevant.

In a more practical perspective, I'd like to point out that after playing 2 Riposte Rogue builds and observing a third in play, I have rarely seen Mark of Finding actually be relevant in play due to various combinations of positioning, control, and bad luck. It should be taken, certainly, as a proof of concept, but just keep a count of how often you actually ever use it in combat next time you retrain. What has been cool, however, are the Rituals you get with Mark of Finding. Those are actually a barrel of fun.
I have updated the build (back on page 1). Race changed to Pixie, am now Hybrid Rogue/Warlock, no longer abuse feats that modify at-will powers, can penalize target no matter what it does, still NO defender hybrid or MC, mimicks a defender's mark/aura.
However, the KPR has dropped by alot, can anyone tell me what the average lvl 30 defender KPR is for comparison? I'm currently at 0.279 KPR.
Also, thanks to everyone who pointed out flaws in my previous build, feel free to offer feedback on this one too.
Basic assumptions for non-strikers is about 4-5 rounds to kill a standard. Lower end is 6, and 3 is pushing into striker territory.
Then that makes me a double striker hybrid non-striker Smile
This a really good character. Nice idea, and I applaud that you where able to build a defender without using MC or hybrid with a Defender.
The only problem I see with this build is that it relies too much on curse and hitting for defenses. A non-hitted non-cursed enemy will hit on a 14 (16 with concealment) against AC, and after the first hit on a 12 (14). 
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