Stahl Hunden: A Charging Rogue/Warforged Juggernaut/Reincarnate Champion

19 posts / 0 new
Last post

Stahl Hund: An Optimized Charge Rogue



IMAGE(http://i328.photobucket.com/albums/l323/ninjafrank88/StahlHunden.png)





Executive Summary:


As a companion build to the rogue handbook, this was intended to be a charge rogue that demonstrates their nova potential, but due to various topics currently being discussed in CharOp, we  take what we learn and immediately synthesize it into the build. End result: a .38 KPR Charge Rogue that hits on a 2, and with an encounter nova that utilizes Gnoll racial feats to charge with Hurricane of Blades every single encounter, with no action point expenditure and no daily resources whatsoever.


Stahl Hund
====== Created Using Wizards of the Coast D&D Character Builder ======
Stahl Hund, level 30
Warforged, Rogue, Warforged Juggernaut, Reincarnate Champion
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Epic Vitality: Epic Vitality Dexterity
Past Spirit: Past Spirit (Gnoll)
Past Spirit: Past Spirit (Genasi)
Gritty Sergeant Benefit: Weapon Proficiency (Rapier)
Background: Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 26, Con 15, Dex 26, Int 10, Wis 15, Cha 12.



STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.




AC: 46 Fort: 42 Reflex: 44 Will: 42
HP: 172 Surges: 8 Surge Value: 43



TRAINED SKILLS
Stealth +28, Thievery +28, Perception +26, Insight +24, Athletics +31, Acrobatics +28, Endurance +26



UNTRAINED SKILLS
Arcana +17, Bluff +18, Diplomacy +18, Dungeoneering +19, Heal +19, History +17, Intimidate +20, Nature +21, Religion +17, Streetwise +18



FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise
Level 4: Surprising Charge
Level 6: Nimble Blade
Level 8: Warforged Tactics
Level 10: Improved Defenses
Level 11: Superior Will [retrained at 21]
Level 12: Weapon Focus
Level 14: Deft Blade
Level 16: Light Blade Mastery [retrained at 22]
Level 18: Berserker's Fury
Level 20: Novice Power
Level 21: Fierce Charge
Level 22: Brutal Charge
Level 24: Secrets of Belial
Level 26: Brutal Advantage
Level 28: Epic Resurgence
Level 30: Epic Will



POWERS
Past Spirit (Tiefling): Infernal Wrath
Past Spirit (Gnoll): Ferocious Charge



Rogue at-will 1: Acrobatic Strike
Rogue at-will 1: Clever Strike



Rogue Encounter 3: Low Slash
Rogue Encounter 17: Tumbling Strike
Barb Encounter 27: Hurricane of Blades
PP Encounter 11: Ruinous Onslaught



Rogue daily 1: Press the Advantage
Rogue daily 9: Profit from Weakness
Rogue daily 29: Kiss of Death



Rogue utility 2: Agile Recovery
Rogue utility 6: Ignoble Escape
Warlord utility 10: Draw Their Eyes (via Secrets of Belial)
Rogue utility 16: Leaping Dodge
Rogue utility 22: Invisible Stalker



ITEMS
Marauder's Starleather Armor +6, Thundergod Rapier +6, Badge of the Berserker +6, Ring of Free Time (epic tier), Ring of Ramming (paragon tier), Belt of Titan Strength (epic tier), Shielding Blade Dagger +5, Iron Armbands of Power (epic tier), Gauntlets of Destruction (paragon tier), Horned Helm (epic tier), Boots of the Mighty Charge (heroic tier), Elven Chain Shirt (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



At-Will KPR:


MBA Charge: +40 vs Reflex (95%), 8d8+7d6+34 Brutal 1 = About 100 DPR / .38 KPR



Assumptions:
Lacking a CA-generation mechanism, a flank is assumed, which also allows for Warforged Tactics.
Nimble Blade is only in the build for demo purposes (easier to quantify). The real build takes Skill Power for Insightful Riposte.

Static Damage Sources:
+8 Str
+6 Enhancement 
+6 Armbands
+3 Weapon Focus
+3 Light Blade Ex
+8 Brutal Advantage 
__________________ 



+34 Damage


Encounter Nova:


Minor: Promise of Storm (Expends Infernal Wrath)
Move: Draw Their Eyes
Minor: Tumbling Strike + Inevitable Strike (+39 vs AC, Roll x2, Apply SA): 9d8+42 Brutal 1
Standard: Charge using Hurricane of Blows (+41 vs AC, 4 Attacks): 6d8+7d6+42 Brutal 1 x4 attacks


Total: 33d8+28d6+210 Brutal 1 = 623 Damage
On a crit, recover Hurricane of Blows and use it again with an AP.
Side note: a total of 51 damage dice were thrown for this attack, some of which were re-thrown due to brutal 1.


Daily Nova: 


We'll leave this to imagination...


Defenses: 


46/42/44/42, an additional +3 AC after a charge.








Variants: 


MK II: Eisenwulf
====== Created Using Wizards of the Coast D&D Character Builder ======
Eisenwulf, level 30
Warforged, Rogue, Warforged Juggernaut, Reincarnate Champion
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Epic Vitality: Epic Vitality Strength
Past Spirit: Past Spirit (Gnoll)
Past Spirit: Past Spirit (Genasi)
Gritty Sergeant Benefit: Weapon Proficiency (Rapier)
Background: Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
Str 30, Con 15, Dex 22, Int 10, Wis 15, Cha 12.


STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.



AC: 48 Fort: 44 Reflex: 42 Will: 40
HP: 172 Surges: 8 Surge Value: 43


TRAINED SKILLS
Stealth +28, Thievery +28, Perception +26, Insight +24, Athletics +31, Acrobatics +28, Endurance +26


UNTRAINED SKILLS
Arcana +17, Bluff +18, Diplomacy +18, Dungeoneering +19, Heal +19, History +17, Intimidate +20, Nature +21, Religion +17, Streetwise +18


FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise
Level 4: Nimble Blade
Level 6: Armor Proficiency: Chainmail
Level 8: Armor Proficiency: Scale
Level 10: Improved Defenses
Level 11: Surprising Charge
Level 12: Weapon Focus
Level 14: Deft Blade
Level 16: Reserve Manuver
Level 18: Berserker's Fury
Level 20: Novice Power
Level 21: Fierce Charge
Level 22: Brutal Charge
Level 24: Secrets of Belial
Level 26: Brutal Advantage
Level 28: Epic Resurgence
Level 30: Epic Will


POWERS
Past Spirit (Tiefling): Infernal Wrath
Past Spirit (Gnoll): Ferocious Charge


Rogue at-will 1: Acrobatic Strike
Rogue at-will 1: Clever Strike

Rogue Encounter 3: Low Slash (via Reserve Manuver)
Rogue Encounter 7: Wolf's Bound 
Rogue Encounter 17: Iron Wolf's Bound
Barb Encounter 27: Hurricane of Blades


Rogue daily 1: Press the Advantage
Rogue daily 9: Profit from Weakness
Rogue daily 29: Kiss of Death


Rogue utility 2: Agile Recovery
Rogue utility 6: Ignoble Escape
Warlord utility 10: Draw Their Eyes
Rogue utility 16: Leaping Dodge
Rogue utility 22: Invisible Stalker


ITEMS
Eberron Shard of Lightning (epic tier), Agile Elderscale Armor +6, Thundergod Rapier +6, Badge of the Berserker +6, Ring of Free Time (epic tier), Ring of Ramming (paragon tier), Belt of Titan Strength (epic tier), Shielding Blade Dagger +5, Iron Armbands of Power (epic tier), Gauntlets of Destruction (paragon tier), Horned Helm (epic tier), Boots of the Mighty Charge (heroic tier), Elven Chain Shirt (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Eisenwulf takes a very nontraditional approach to Rogue play in that it takes a post racial 20 Str as the primary stat, takes a post-racial 14 Dex(!) to start. Conventional Rogue play is largely ignored throughout heroic tier as it takes a page from LDB's full metal rangers and eventually buys its way into Scale Armor, ending with at 47 AC via Agile Scale.

With the exception of Low Slash, for which the accuracy comes out to about a standard implement vs NAD attack, Eisenwulf gains 2 points of accuracy from the standard build, and gains +4 damage per attack on every Str-based attack. As a key feature, Iron Wolf Warrior is taken instead as the theme for a Str-based encounter power selection, giving this build two no-action Wolf's Bounds in conjunction with its Hurricane charge, as the total damage output on the encounter nova is usually more than sufficient to bury 2.5 standards if the attacks can be split off and allocated efficiently.


MK III: Sturmwulf
Sturmwulf, level 30
Genasi, Rogue, Death Dealer, Reincarnate Champion
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Epic Vitality: Epic Vitality Dexterity
Past Spirit: Past Spirit (Gnoll)
Past Spirit: Past Spirit (Genasi)
Gritty Sergeant Benefit: Weapon Proficiency (Rapier)
Background: Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 26, Con 14, Dex 26, Int 10, Wis 12, Cha 16.


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



AC: 46 Fort: 42 Reflex: 44 Will: 43
HP: 172 Surges: 8 Surge Value: 43


TRAINED SKILLS
Stealth +28, Thievery +28, Perception +26, Insight +24, Athletics +31, Acrobatics +28, Endurance +26


UNTRAINED SKILLS
Arcana +17, Bluff +18, Diplomacy +18, Dungeoneering +19, Heal +19, History +17, Intimidate +20, Nature +21, Religion +17, Streetwise +18


FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise
Level 4: Surprising Charge
Level 6: Nimble Blade
Level 8: Skill Power
Level 10: Improved Defenses
Level 11: Superior Will [retrained at 21]
Level 12: Weapon Focus
Level 14: Deft Blade
Level 16: Shocking Flame
Level 18: Berserker's Fury
Level 20: Novice Power
Level 21: Fierce Charge
Level 22: Brutal Charge
Level 24: Secrets of Belial
Level 26: Brutal Advantage
Level 28: Epic Resurgence
Level 30: Epic Will


POWERS
Past Spirit (Tiefling): Infernal Wrath
Past Spirit (Gnoll): Ferocious Charge


Rogue at-will 1: Acrobatic Strike
Rogue at-will 1: Clever Strike


Rogue Encounter 3: Low Slash
Rogue Encounter 17: Tumbling Strike
Barb Encounter 27: Hurricane of Blades


Rogue daily 1: Press the Advantage
Rogue daily 9: Profit from Weakness
Rogue daily 29: Kiss of Death


Rogue utility 2: Agile Recovery
Rogue utility 6: Ignoble Escape
Warlord utility 10: Draw Their Eyes (via Secrets of Belial)
Rogue utility 16: Leaping Dodge
Rogue utility 22: Invisible Stalker


ITEMS
Eberron Shard of Lightning (Epic Tier), Marauder's Starleather Armor +6, Thundergod Rapier +6, Badge of the Berserker +6, Ring of Free Time (epic tier), Ring of Ramming (paragon tier), Belt of Titan Strength (epic tier), Shielding Blade Dagger +5, Iron Armbands of Power (epic tier), Gauntlets of Destruction (paragon tier), Horned Helm (epic tier), Boots of the Mighty Charge (heroic tier), Elven Chain Shirt (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Less fun and thematic, but fully optimized. By taking Stormsoul Genasi as our main race, we add +9 static damage to all attacks (Shocking Flame + Shard), though we lose 2d6 on charges by taking Death Dealer instead. On the other hand, Death Dealer will add about +100 damage to our nova round because of how many dice we're chucking, and its AP feature adds +2 damage PER DICE.


Questions? Comments? Hate on the bad german? 

... 

Reserve one, just in case.
That's a tasty nova...

There is a little bit of a RAW issue though. Reincarnate Champion gives you Promise of Storm, but it doesn't give you the Stormsoul manifestation. Shocking Flame is based on the manifestation, so it doesn't do anything for you.

There's some debate over whether taking Extra Manifestation can get around that or not (some say no, some say yes, some say only if you take it twice and then take Double Manifestation).
Wow, having to strip 45 damage from the nova and 9 from the DPR is like pulling teeth.
Sorry

If it helps at all, you can swap Weapon Focus for Thunder's Rumble and get 1 damage back!
That'll only work with charge powers, which won't include Tumbling Strike, Low Slash, etc. It's mostly a wash.

So here's what I thinking:

Take Gnoll and Tiefling as my two races instead. For Tiefling, Secrets of Belial for Draw Their Eyes (Warlord U10, +Str to damage for 2 turns). At level 30, I'll get Promise of Storm back anyway (and expend the useless Infernal Wrath to use it instead).

Nova Sequence becomes:

Minor: Promise of Storm
Move: Draw Their Eyes
Minor: Tumbling Strike (Promise of Storm does not apply)
Standard: Charge using Hurricane 

The build necessarily assumes a Ring of Free Time, but well, I'm already assuming Gnoll is available for play, so that's not even the top of the list of greviances for this build.


The other solution is to start with Genasi and go Gnoll/Tiefling with Deathdealer as the PP (AP feature: +2 damage per DICE)...an interesting nova variant.
Good call, I was looking at things to use instead of Genasi, but nothing seemed great (Pixie for Streak of Light is okay, as is Minotaur for Springing Charge). I like Secrets of Belial.

Did you run numbers for a Frost weapon instead? It opens up 5 vulnerability damage, 5 shard damage, CA, and maybe 4 gloves damage - and it works on all attacks, not just charges. I'm not sure how it balances after taking into account the lost feats and such.

Genasi as a base is probably better, but it means you have to make a thread with a new title
A warforged with charge kit does 3d8+5d6, not counting the 2d6 thundergod. There's a total of 8 dice in there, and thus Gauntlets of Destruction equalize with Frost Gloves at +4 damage.

That leaves a comparison of Thundergod (8 avg) vs 5 shard + 5 vulnerability. I like the former because the vul 5 only happens on the second hit, and almost always prefer instant gratuity over delayed effects. Plus I'd have to use 2 more feats. 

And yeah, losing the title is a travesty that I'm simply not willing to yield. Plus playing a Warforged has surprisingly subtle benefits for a rogue you might never expect. Genasi/Gnoll/Tiefling is posted as a variant build. Thanks for all the help on refining this build!


 
I only have this version built to 14 and I am changing the superior implement feat because it doesn't work I just found out. But overall it is a fantastic warforged charger build that ALSO get's you teleporting all over the place and invisibility all with good DPR.

Amon Ruhl
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Amon ruhl, level 14
Revenant, Warlock/Rogue, Warforged Juggernaut
Eldritch Pact (Hybrid) Option: Fey Pact (Hybrid)
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Choose your Race in Life: Warforged
Proficiency: Weapon Proficiency (Rapier)
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 9, CON 14, DEX 22, INT 11, WIS 12, CHA 22

STARTING ABILITY SCORES
STR 8, CON 13, DEX 16, INT 10, WIS 11, CHA 16


AC: 28 Fort: 22 Ref: 28 Will: 29
HP: 91 Surges: 8 Surge Value: 22

TRAINED SKILLS
Acrobatics +18, Arcana +16, Athletics +11, Bluff +18, Perception +13, Stealth +21

UNTRAINED SKILLS
Diplomacy +13, Dungeoneering +8, Endurance +11, Heal +8, History +7, Insight +8, Intimidate +15, Nature +8, Religion +7, Streetwise +13, Thievery +13

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Revenant Utility: Dark Reaping
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Rogue Attack 1: Acrobatic Strike
Rogue Attack 1: Acrobat's Blade Trick
Rogue Attack 1: Duelist's Prowess
Rogue Utility 2: Fleeting Ghost
Warlock Attack 5: Hellsworn Blessing
Arcana Utility 6: Warp in the Weave
Warlock Attack 7: Pain to Pleasure
Rogue Attack 9: Raining Death
Warlock Utility 10: Ethereal Sidestep
Warforged Juggernaut Attack 11: Ruinous Onslaught
Warforged Juggernaut Utility 12: Inexorable Momentum
Warlock Attack 13: Fleeting Call

FEATS
Level 1: Practiced Killer
Level 2: Hybrid Talent
Level 4: Cursed Shadow
Level 6: Surprising Charge
Level 8: Mark of Passage
Level 10: Shadow Poisoner
Level 11: Deft Blade
Level 14: Nimble Blade

ITEMS
Staff of the Traveler +1 x1
Marauder's Inix Leather Armor +3 x1
Bracers of Mighty Striking (paragon tier) x1
Avalanche Boots x1
Shadowdancer's Gloves x1
Charger's Headdress x1
Mithrendain Steel Rapier +2 x1
Fleece of Renewal +3 x1
Enhance Vessel
Find the Path
Passwall
Steed Summons
Phantom Steed
Water Walk
Adventurer's Kit
Climber's Kit
Silk Rope (50 ft.)
Disguise Kit
Footpads
Glass Cutter
Identification Papers with Portrait
Inquisitive's Kit
Chime of Opening (heroic tier)
Shadow Master Mountain ki focus +3 x1
Eladrin Ring of Passage x1
Lolth's Fickle Favor (paragon tier)
Zehir's Shadow Cloak (heroic tier)
Davros Elden's Defensive Step
Sehanine's Mark of the Dark Moon (level 3)
Cincture of the Githzerai x1
====== End ======



Here is a list of stuff it does (prior to fixing the implement portion of it, I still haven't decided what new feat to take.)

Sheet of bonuses

On a Charge

Push 1 square (PPath)


Push +1 with superior implement


Push +1 (boots of Avalanche)


Shift into vacated square (PPath)


Shift 1 after charge (avalanche boots)


Slide 1 (eldritch strike)


Slide +1 with superior implement


+1d6 when hit (PPath)


+1d6 when hit and hidden (Shadowdancer’s gloves)


+7 DMG when hidden (Ki Focus)


+2d8 executioner bonus damage


+1d8 ONLY with CA(Surprising Charge Feat)


+1 AC/Ref on hit until START of next turn (superior Ki focus feat)


+2 AC when charge, no hit required (armor)


Target AC or Reflex


+2 ongoing poison (nithart poison, ongoing 5 when failed save end)


+2 to-hit (Aspect of Ram item set)


+1 to-hit from charge rules


+1 to hit from Headdress


+2 to hit from CA


+1 to hit with CA (Nimble Blade feat)


+2 temp HP on charge, no need to hit (necklace)


When Teleport or Shift

1 extra when teleport or shift (Mark of Passage)


+1 teleport (blade weapon)


+1 teleport (Ring)


+1 AC/REF when shift


 


 

A few comments:

I think you need to be proficient in staves as implements for you to use Staff of the Traveler.

The fact that you're not using horned helm means you're not maxing on what a charge build could be doing. Yeah, the +2 to hit on headdress is good, but if you're charging vs reflex (and you're packing nimble blade to boot), you should be hitting on a 2. I'd actually take a Rubicant Blade over a Mithrendain, the daily power is a lot better for your party.

No Low Slash? No Touch of Command? I'm just seeing a bunch of unremarkable warlock powers. The rogue side of the equation is what has all the nonstandard action attacks, and is how you get your job done.
I am proficient with a staff. The helmet I am using is part of a 2 piece set combined with fleece of renewal it gives me a +2 item set bonus to hit with a charge. I get a total of +3 to hit from that set. I like that better than 1d6. You are correct a rubicant is better, I will change that.

I tried to pick powers that had either effects or a zone. I don't need high damage dailies since I don't want to be uninvis and I don't need dailies when I have a huge charge. Also being invis all the time gives me CA all the time. I have a natural 27 to hit with CA when charging. The creatures we are going against at 14 have about 32 AC and about 28-30 reflex. So yes I hit on a 2... so why would I want ot use a power I have a far less chance to hit with. Basically I lay done some zones or a stance or give someone hellsworn benefit .. which is an amazing boon for a melee character. I do need low slash tough, not sure how I missed that. I do like touch of command, but my guy will be invis and teleported far away from everyone that I don't plan on getting hit while being adjacent to anyone so I took stuff that I can use while hidden or zones etc..  
Well, I changed a bunch of stuff. Including getting rid of Shadow walk and instead using enshrouding candle attached to my helmet. That gives off permanent dim light. Dim light states that it provides concealment. Cunning Sneak says that ANY concealment or total concealment is all that is required for being allowed a stealth roll. So I walk around with 2 squares or concealment all around me. That is bad in one way because I also supply concealment for my enemies if my allies do not have darkvision or low light. But good because I can strategize and try to provide my allies with concealment as much as I can. I also dropped my dragonmark and took arcane familiar instead. I can get the same bonus to my teleports from my arcane wisp AND I also get a bonus to my stealth. I took your suggestions and got low slash and touch of command. I also switched some other powers. I dropped nimble blade and took Ki focus expertise .. anyhow take a look at it now.

New Amon Rhul


====== Created Using Wizards of the Coast D&D Character Builder ======
Amon ruhl, level 14
Revenant, Warlock/Rogue, Warforged Juggernaut
Eldritch Pact (Hybrid) Option: Fey Pact (Hybrid)
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Choose your Race in Life: Warforged
Proficiency: Weapon Proficiency (Rapier)
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 9, CON 14, DEX 22, INT 11, WIS 12, CHA 22

STARTING ABILITY SCORES
STR 8, CON 13, DEX 16, INT 10, WIS 11, CHA 16


AC: 28 Fort: 22 Ref: 28 Will: 32
HP: 91 Surges: 8 Surge Value: 22

TRAINED SKILLS
Acrobatics +18, Arcana +16, Athletics +11, Bluff +18, Perception +13, Stealth +21

UNTRAINED SKILLS
Diplomacy +13, Dungeoneering +8, Endurance +11, Heal +8, History +7, Insight +8, Intimidate +15, Nature +8, Religion +7, Streetwise +13, Thievery +13

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Revenant Utility: Dark Reaping
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Rogue Attack 1: Acrobatic Strike
Rogue Attack 1: Handspring Assault
Acrobatics Utility 2: Agile Recovery
Rogue Attack 3: Low Slash
Warlock Attack 5: Hellsworn Blessing
Arcana Utility 6: Warp in the Weave
Warlock Attack 7: Touch of Command
Rogue Attack 9: Raining Death
Warlock Utility 10: Ethereal Sidestep
Warforged Juggernaut Attack 11: Ruinous Onslaught
Warforged Juggernaut Utility 12: Inexorable Momentum
Warlock Attack 13: Dark Reach of Xevut

FEATS
Level 1: Practiced Killer
Level 2: Hybrid Talent
Level 4: Arcane Familiar
Level 6: Surprising Charge
Level 8: Ki Focus Expertise
Level 10: Shadow Poisoner
Level 11: Deft Blade
Level 12: White Lotus Evasion
Level 14: Superior Will

ITEMS
Staff of the Traveler +1 x1
Marauder's Inix Leather Armor +3 x1
Bracers of Mighty Striking (paragon tier) x1
Avalanche Boots x1
Shadowdancer's Gloves x1
Charger's Headdress x1
Fleece of Renewal +3 x1
Adventurer's Kit
Climber's Kit
Silk Rope (50 ft.)
Disguise Kit
Glass Cutter
Identification Papers with Portrait
Inquisitive's Kit
Chime of Opening (heroic tier)
Eladrin Ring of Passage x1
Lolth's Fickle Favor (paragon tier)
Zehir's Shadow Cloak (heroic tier)
Davros Elden's Defensive Step
Sehanine's Mark of the Dark Moon (level 3)
Cincture of the Githzerai x1
Nitharit Poison
Enshrouding Candle
Rubicant Blade Rapier +2 x1
Footpads
Shadow Master Ki Focus +3 x1
====== End ======



New worksheet of bonunses

On a Charge

Base 21 to hit + all below


Push 1 square (PPath)


Push +1 (boots of Avalanche)


+1 Shift into vacated square (PPath)


+1 Shift  after charge (avalanche boots)


+1 shift after hit arcane attack at-will (White lotus Evasion)


Slide 1 (eldritch strike)


+1d6 when hit (PPath)


+1d6 when hit and hidden (Shadowdancer’s gloves)


+7 DMG when hidden (Ki Focus)


+2d8 executioner bonus damage


+1d8 ONLY with CA(Surprising Charge Feat)


+2 AC when charge, no hit required (armor)


Target AC or Reflex


+2 ongoing poison (nithart poison, ongoing 5 when failed save end)


+2 to-hit (Aspect of Ram item set)


+1 to-hit from charge rules


+1 to hit from Headdress


+2 to hit from CA


+2 temp HP on charge, no need to hit (necklace)


When Teleport or Shift

1 extra when teleport (familiar arcane wisp)


+1 teleport (blade weapon)


+1 teleport (Ring)


+1 AC/REF when shift


Stealth

+1 footpads


+2 familiar


 


 

I wonder if there isn't some merit to employing some Gauntlets of Brutality in place of the Gauntlets of Destruction (or if you don't mind saccing the Ironwrought theme, Claw Gloves). Five damage a hit is no joke, and the same goes for 1d10 damage per hit (more, even, because on a crit you can amp it up). Yes, you lose the pseudo-Brutal, but on the other hand, you're getting a true damage boost instead of simple average inflation. Setting up proning is also relatively trivial, depending on the resources at your disposal.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Eh, maybe with a critfisher build (Raise the Stakes + Borrowed Confidence via Sec of Belial), but in general I tend to view all DPR boosters as reasonably equal. On a regular charge MBA, a total of 8d8+7d6 is rolled, meaning Gaunts of Destruction is increasing the DPR by 7.5, a superior option to both Claw Gloves and Brutality.

Part of the reason I also favor it so much is because there's literally next to no resource cost involved that I wouldn't have committed anyway. You don't have invest resources into a prone package (of which a rogue actually has to work hard to get at), and you don't need to burn a theme just for claw gloves. Given that rogue chargers roll a ridiculous volume of damage dice, this ends up being an ideal pairing for them.
Don't forget destruction still helps crits too.

So it's +3 vs +10.  Meaning you need a > 30% crit-per-hit rate to make it worth while.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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.

This might be one of the coolest mixes between awesome flavor and awesome mechanics since Darth Vader. Props!

Though I'm wondering, how much is the Eisenwulf variant dependant on it's theme? Would it be playable in a group that doesn't allow for themes, or is the loss of the Strength powers such a (relatively) big hit it'd be safer to opt for the original Stahl Hund? And is it playable throughout early Paragon as an actual rogue?

Edit: Also, it might be just me, but does the Eisenwulf have Marauder's Starleather armor, despite the emphasis on wanting scale? Or am I misunderstanding?
Whoa, mentioned in the same sentence as Darth Vader? Thanks for the positive reviews.

I usually try to make all builds theme-independent, but Ironwrought and Iron Wolf Warrior were such flavor-gold for this build that I just couldn't resist. To answer your question - no, it's probably not a huge deal. Notice that I ended up Reserve Manuvering my E11 for Low Slash in order to have it anyway. Without the two Wolf's Bounds, you end up with Low Slash and Tumbling Strike, and keep your Ruinous Onslaught, which is a perfectly servicable Str-based charge attack that dazes. And you'd be up a feat, which I'd use to take Skill Power for Insightul Riposte or Warforged Tactics. Low Slash and Tumbling Strike end up hitting at +36 vs Ref and AC,  which isn't awful and has 75% and 65% normalized hit chances, respectively.

It's important to note though, that the Eisenwulf variant largely exists because of Iron Wolf Warrior since the real purpose here is to leverage Wolf's Bound's ability to spillover excess nova damage on to additional targets. Everything else was simply built around the fact that we can and are better off shuffling the stats around in light of the theme selection. If you're going without themes, I'd actually recommend the normal build for a more well-rounded character, or at least consider a 16-16 starting array instead and end with 28-24. Also, without themes, the best way to reallocate excess nova damage would be the Vryloka racial ability (expending your warforged racial ability to do so).

And yes, you're right, the armor selection should be Elderscale Agile Armor (I manually editted the statblock for the variant and just didn't remember to change the armor. Final defenses are 48/44/42/40, counting the Agile Armor's +3 AC while unbloodied property.

On that note, if you do end up playing something like this, let's compare notes. I ran a warforged charger rogue in heroic for a while, and it was awesome, but there are a few nuances of play that are rather race-specific than class-specific that I'd like to share, and I'm curious to see what you do with the idea.
Well this build is certainly high up my list for builds to try out, especially since I usually don't really go for strikers. My group isn't very high on changing characters just like that though, and DnD players are rare over here. But when I manage to play this build, I'll definitely let you know about my findings. Got any idea on substitutions/variants if you have a hard time flanking? Cunning Stalker, perhaps? In my experience, charging works exceptionally well on isolated targets, and it gives you CA in like 80% of the cases (As if there's an ally adjacant to your enemy, you have CA anyways). Though I guess that's entirely up to your metagame (That is, your DM's preference for encounters and your fellow players).

Edit: Oh and a little detail I stumbled upon in the CB by accident (That is by no means worth editing the original post for), Elven Chain Shirt and Agile Armor both provide item bonuses, right?
I would theoretically agree with Cunning Stalker, although it's actually hard for me to fit in a CA feat, considering the gratuitious list of must-take feats this build has. In my experience, by level 6, you should have 2 'shift your speed' utilities in play, and between those and a badge of the berserker, anytime an enemy has at least one of your allies adjacent, you're effectively going to be able to charge into a flank with CA. Or, when all else fails, you've got Clever Strike to cover for you. I generally let teamwork determine what my target is at the moment rather than exercise free targeting capacity, and there will almost always be an enemy with an ally adjacent to it, unless its the first turn, during which First Strike may have already gotten you CA anyway.

So, Cunning Stalker will matter if a) you really want to exercise freedom of targetting capacity, and b) find the case of isolated enemies beyond the first turn to be common enough, which does seem to be true for you. Basically a personal preference/varies by table thing.

And yeah, both are item bonuses, and on Eisenwulf, I just didn't bother to delete it (its bonus is not being factored, since Eisenwulf wears heavy armor). Though I take a conservative position with Elven Chain in that you should realistically only be able to afford the version that is one tier prior. Really, I honestly don't believe it should be allowed to exist in the game and would rather pretend that it didn't, but as a theoretical build, we can always just toss it in there to demonstrate a reasonably tolerable Level+17 AC.
Sign In to post comments