Gain tremorsense ..

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I just noticed that the Ooze familiar has tremorsense. You and your familiar can talk to each other so that means you can have your familiar be on alert for any tremorsense vibrations and in essence you have tremorsense that never needs to sleep eat or breathe and can wake you up if it senses anything by talking to you. Am I reading this wrong ...

"Communication: You and your familiar can speak to each other, but no one else understands what either of you is saying. The familiar can repeat what it hears in a language you know, but it can’t understand other languages. "
An ooze could inform you what square to target a hidden creature, for instance, but the creature would still remain hidden to you.
Yes, correct. You would get the -5 penalty to hit during battle, but I was thinking more of sleeping and exploring.
I don't see why not.  (unless there's something about them going passive if you are unconcious).

Just don't get attacked by bats.

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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.

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

Or ghosts!
Take the Sight of the Familiar feat in paragon for firsthand tremorsense, so the creatures are no longer hidden to you.  You can get blindsight this way too.
Take the Sight of the Familiar feat in paragon for firsthand tremorsense, so the creatures are no longer hidden to you.  You can get blindsight this way too.



That's debatable. The feat says:

While your familiar is in passive mode, you can see through its eyes, benefiting from its special senses. In addition, after you return your familiar to passive mode from active mode, it can show you one image it saw during that period in active mode.

First, the feat specifically says that the familiar has to be in passive mode for this to work. To make full use of this, you have to keep your familiar in passive mode full time.

Second, and the sticking point: you see through it's eyes. If you are in a situation where your familiar is not on your person, my interpretation would be that you may be able to see through it's eyes, but because it's not on you, you only see what's around it, not what's around you.  If your Ooze familiar ends up more than 5 squares away from you, this means that you see what's around your familiar, but have no idea what's around you, as you're not in the area of it's tremorsense.

I'll admit that this is personal  interpretation of what I'm seeing based only on the Sight of the Familiar feat; if there's a general familiar rule that makes this a non-issue, then I apologize.
In what situation is your familiar going to be in passive mode and not on your person?
True enough, I suppose. I don't know if familiars can be taken from you (perhaps you're thrown in a jail, and your familiar is several rooms away?); however, I think it's worth noting the full details of anything anyway, just for the sake of completeness. In general terms, it is an effective way to get tremorsense; I won't deny that. However, the fact that there is a way to get around it at all is enough to make me point it out, just to make sure the person making use of it has everything straight before jumping into this.

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