Pixie beast riding executioner/warlock

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Hey there charop boards, long time reader, first time poster. After about a year of playing Encounters, I've finally gotten myself invited to an actual group. Since this is the first character that I'll take past level 3, I thought I'd ask what the boards think of my striker build.

The basic idea is that I mount my displacer beast (and gain +3 to defenses with it's aura and my teeny target) and charge a cursed enemy using a lance for 2d10+1d8+2d6+4 at level 1 and a whopping 3d10+3d8+5 (sans bracers of mighty striking, horned helmet, and vanguard weapon) at 10. I tried to pick encounters that discourage enemies from hitting me back. 

====== Created Using Wizards of the Coast D&D Character Builder ======

Van, level 10
Pixie, Warlock/Assassin (Executioner)
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Warlock Option: Hybrid Warlock Reflex
Guild Attacks (Hybrid) Option: League of Whispers (Hybrid)
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Associate: Trained Displacer Beast
Auspicious Birth (Auspicious Birth Benefit)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
STR 13, CON 12, DEX 18, INT 8, WIS 13, CHA 20

STARTING ABILITY SCORES
STR 13, CON 12, DEX 14, INT 8, WIS 13, CHA 16


AC: 21 Fort: 17 Ref: 20 Will: 20
HP: 77 Surges: 7 Surge Value: 19

TRAINED SKILLS
Acrobatics +14, Bluff +15, Intimidate +15, Perception +11

UNTRAINED SKILLS
Arcana +4, Athletics +6, Diplomacy +10, Dungeoneering +6, Endurance +6, Heal +6, History +4, Insight +6, Nature +8, Religion +4, Stealth +11, Streetwise +10, Thievery +9

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse Power: Warlock's Curse
Assassin Attack: Bola Takedown
Assassin Attack: Precision Dart
Assassin Attack: Assassin's Strike
: Swap Daily For Poison Recipe
Warlock Attack 1: Eldritch Strike
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Delban's Deadly Attention
Warlock Attack 5: Curse of the Bloody Fangs
Assassin Utility 6: Sheltering Dark
Warlock Attack 7: Touch of Command
Assassin Attack 9: Wall of Shadows
Assassin Utility 10: Walk Through Shadow

FEATS
Bonus: Ki Expertise
Level 1: Mindbite Scorn
Level 2: Teeny Target
Level 4: Battle Awareness
Level 6: Surprising Charge
Level 8: Killing Curse
Level 10: White Lotus Riposte

ITEMS
Carrion Crawler Brain Juice
Leather Armor x1
Adventurer's Kit
Ki Focus x1
Lance x1
Shortbow
Short sword x1
Bola
Arrow
Thieves' Tools
Poisoner's Kit
Climber's Kit

How does it look? Am I missing anything? 

Just beware that it might be TOO much for a home game.  So be ready to take your horned helm off if someone else took skill focus.

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.

You don't have any way to back up to charge range if an enemy starts their turn adjacent to you. That will make repeatable charging difficult. The only way to do that while mounted is the rune of astral winds runepriest utility so slide your mount and therefore yourself at-will, or alternately a nightmare saddle and teleporting mount.
I just figured I'd slash at them with my shortsword at melee range after I charge.

Mellored you do raise a good point. Maybe it would be worth it to tone it down? 
I just figured I'd slash at them with my shortsword at melee range after I charge.

Mellored you do raise a good point. Maybe it would be worth it to tone it down? 

Really depends on who your playing with.

But it's easy to take a helm off.
Or just not charge very much.
Or "forget" to use your poision.
Ect...

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.

The feat Teeny Target does not do anything. Being in the same square as an ally already grants not just you, but your ally cover.

Other than that, looks like the standard gimmick.



Rules quote for this?  This is the first time I've heard this.
He is exagerating a bit. Allies always provide cover against ranged attacks anyway. Teeny target also helps for melee attacks and also gives you concealment.
Does your game give away expertise as a bonus feat?
Instead of displacer beast, use a blink dog.  The blink dog will allow teleportation in his aura to his allies.  You use a move action to teleport away then charge, rinse and repeat.


  XXX
EXBP
  XXX

E=Enemy
B=Blink Dog
P=Pixie
X=Aura

You can't start off with this combo.  You move up with the blink dog into this set up, keeping an square between the blink dog and the enemy.  You charge from behind the blink dog, and attack.  When your turn shows up next, you teleport back two squares and then you charge again.  This set up allows the pixie to charge without getting boots of adept charging.
Does your game give away expertise as a bonus feat?



Yup!

Koshinuke, while this does allow me to charge the same enemy every round, I don't really get to take advantage of my lance's mounted bonus (another  [w] worth on a charge) and the combat advantage granting aura of my beast (for surprising charge), do I?
Against ranged targets, yes. The feat works for more than just ranged and adds concealment.
Don't use a blink dog if you want to ride it (plus, a nonmounted pixie can work it all out through careful exploitation of flight).

Being mounted is a big disadvantge since there is no way to gain protection from OAs when you charge.
Ah, correct on that. I have a pixie warlock player and totally derped the concealment was coming from shadow step. My bad.
Well, if teeny target isn't required, I guess that frees up a feat spot. Maybe I should take White Lotus Riposte or or Killing Curse early?
Teeny target does, indeed, contain a redundant clause for ranged attacks, but it's still needed if you want cover versus melee.

Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way, your target has cover. Your allies never grant cover to your enemies, and neither allies nor enemies give cover against melee, close, or area attacks. 

Returned from hiatus; getting up to speed on 5e rules lawyering.

I would tone it back some (unless you are in a super-optimized group) and at the same time save yourself the headache of a mount:

Lose the fey beast mount. Lose Teeny Target. Get Streak of Light

Optimizing without a mount will still work. 
That's definitely an option, but wouldn't my defenses be too low? Going into melee range with a monster I just ticked off with a mere 15 ac sounds like it'd end with one crushed pixie. 
That's definitely an option, but wouldn't my defenses be too low? Going into melee range with a monster I just ticked off with a mere 15 ac sounds like it'd end with one crushed pixie. 

Is there a paticular reason you don't have more into Dex?

Also, unarmored agility is pretty good.  Perhaps repalce teeny target.

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.

Is there a paticular reason you don't have more into Dex?

Also, unarmored agility is pretty good.  Perhaps repalce teeny target.



The reason I only have a 16 in dex is that I wanted 13 in wis and str in order to pick up Battle Awareness. An off round attack is just too juicy for an eldritch strike specialist.

Isn't unarmored agility redunant when I already have leather proficiency? Perhaps what I could do instead is pick up shadow walk and then use the blink dog shinanigans described above by Koshinuke. That'd at least give me a respectable 17 AC via concealment provided I can stay mobile. 

Is there a paticular reason you don't have more into Dex?

Also, unarmored agility is pretty good.  Perhaps repalce teeny target.



The reason I only have a 16 in dex is that I wanted 13 in wis and str in order to pick up Battle Awareness. An off round attack is just too juicy for an eldritch strike specialist.

Isn't unarmored agility redunant when I already have leather proficiency? Perhaps what I could do instead is pick up shadow walk and then use the blink dog shinanigans described above by Koshinuke. That'd at least give me a respectable 17 AC via concealment provided I can stay mobile. 


12 Str, 10 Con, 16 Dex, 8 Int, 12 Wis, 16 Cha. You'll qualify for Battle Awareness at 11 with the +1 to all stats bump and won't be sacrificing a point of AC for no real gain.
That's definitely an option, but wouldn't my defenses be too low? Going into melee range with a monster I just ticked off with a mere 15 ac sounds like it'd end with one crushed pixie. 



Not if you have normal items for a level 10 character....

Assuming a starting DEX of 16 pre-racial. Your AC should be:

10 Base
5 Level
5 DEX (20)
2 Leather
2 enhancement

24 total.

You could get more with items like Elven Chain Shirt, shielding blade or a myriad of feats...