And now for something completely different.

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This aims to be a catch-all collection for miscellaneous builds and/or tricks.  If you've gotten a build that fights only by throwing cats, figured out a little combo to infinitely run in a circle, or can deal negative damage at level 30, this is the place.

I will however rate the build/trick on how they would work in a regular game.  Being continuously gargantuan may be fun, but it doesn't do much in a 10' corridor.  Spending all your resources on speed and breaking mach 1 is impressive, but likely won't help you stop the drow invasion.

red - Useless, don't take to a game.
purple - Poor.
black - Won't win, but won't fail either.  LFR worthy.
blue - A quality build.
sky blue - Optimal.  Lair assault worthy.
gold - Broken, don't take to a game.

When you suggest a build, mention how it's different, and how practical it is.



Also, if you think of some aspect of the game that hasn't been explored, suggest it.

Challenges:
Improve/beat any of the builds/numbers.
Charge + Retreat Distance.

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.

Full Builds:

Attack Distance:
Scry and Die - MelloRed

Improvised Weapons:
Wolf-Huler - Kerrus

Mark And:
*Keep Away
  St Elmo's fireGelatinousOctrahedron
  Swordburst Maximus - MelloRed.
*Can't attack me
Deadly Gnome CultistGelatinousOctrahedron
*Remove Yoruself From Play:
  Void Defender - MelloRed.

Extra AC:
high AC halfling clericGelatinousOctrahedron

My own army:
Mun'en - Notmonk_of_doom.
Crazy Cat Ladywarrl (errated)

Lazy:
Lazy Clever Commander - Adslahnit
*Lying down with eyes closed:
  Relaxed Knight - Jay_lbero_911.

Difficult Terrain:
Swamthing - GelatinousOctrahedron

Charge Away:
Sir Robin - MelloRed.
Chargeburgler with cheese. - MelloRed.

Group Teleport:
Get on the BustJRedGiant1
F111 Interdictor - MelloRed.
Bard TaxiThaldryn

I get hurt:
*For saving throws
  Holy ProstrateKerrus.
  Sparkling Vampire (Deva Vampire/Vampire Noble + Hero's Poise) - MelloRed.
*For damage.
  The Retaliator - MelloRed.

Intimidator:
Yakuza NinjIntimiAdin - MelloRed.

Multi-Vuln:
Athan of the Many Colors: Psychic/Cold/Poison/Radiant/Fire/Necrotic Vulnerability - monkeygentleman

Wall Smashing
*Acrobatics or Arcana - 
  Kool-Aid ManJay_Ibero_911.

Can't Kill Me:
Mora - MelloRed.
Indestructable - MelloRed.

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.

Doing it my own way.

Leaders as controlers.
The bear trap - GelaninousOctrahedran.

PMC Abuse:
Super Psudo-Knight - ThatWasTotallyNinja.

World Destroyer:
High Elf Mage - ThatWasTotallyNinja.

Characters as builds.

Elan (order of the stick)Velson

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.

Guiness Book of Char-Op Records:

Non-infinite encounter nova:
111236 damage - ThatWasTotallyNinja.

Highest untrained skills:
+7 - Qwyksilver

dice rolled:
88 dice - ff6shadow.

Size:
8x8 - MelloRed.

Max Damage Reduction:
100 -> 2.25 - MelloRed

Recursive Mounts:
7 - Alcestis

Highest Hit Bonus:
Aim to Please: +56 to Hit At-Will - monkeygentleman

Ludicrous Speed:
Bullet Train: 180-230mph At-Will Speed - monkeygentleman

Inititive:
+141 - GelatinousOctrahedron.

Threatening Reach:
8 - monkeygentleman.

Highest HP:
324 - Jay_Ibero_911

Highest surges:
30 - Jay_Ibero_911

Max Power Points on a non power point class.
16 - svendj

Single teleport:
1083Zathris

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.

Misc:

All Movement Modes - Fardiz
All damage types - Nelphine
Every Stat to damage - Zathris
Every Stat to damage - PharasKn
Every Stat is Primary - Rancid Rogue
Every DieAlcestis

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.

Looks good - a place for the optimisers who have too much time on their hands and want to look not just at silly damage numbers.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Any suggestions on how to sort this?

I mean, by definition, these builds don't fall into normal catagories.

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.

I am glad you used that title.

Here are some of mine: Swampthing: Thrikreen Warden mc Monk/Earthfroger/Verdant lord/Reincarnate champion.  Defending by generating party friendly difficult terrain.  I think this build generates more difficult terrain then any build I have seen on charop.

A high AC halfling cleric.  Halfing Cleric mc fighter/yakuza/tactical warpriest/Adamantine soldier.  Combining BCL with the small PC fighter feats to get AC 44 (+ conditional bonuses) at level 21.  Still functions well as a leader.

Deadly gnome cultist.  gnome cleric/paladin oracle of the evil eye/gnome knightcloak/deadly trickster.  Load up on challenge punishment and then make it so enemies can't attack you.

St. Elmos Fire: challange, slide & shift. Satyr Monk/paladin infernal prince/Dragonslayer/reincarnate champion.  Another load up the punishment for divine challenge and then make it so they can't get to you.

Bear trap: Dwarf/shaman mc fighter/disciple of winds/destined scion.  A shaman using polearm momentum to prone enemies when he heals with offensive powers.
Well for a start see how many you get in total. If the list under 15 or so you don't really need to sort them. 

But you could have categories like, "movement", "combat aesthetics", "general siliness" - it really depends what you dredge up. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Well for a start see how many you get in total. If the list under 15 or so you don't really need to sort them. 

But you could have categories like, "movement", "combat aesthetics", "general siliness" - it really depends what you dredge up. 

I imagine alot.  I plan on keeping things pretty open.

@GO, would you mind rating your builds?

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.

For a crawling build, thri kreen druid or mc druid with werewolf theme, slithering form for no oa's by crawling, and racial feat to crawl at full speed. Add in low crawl to shift while prone to allow some movement powers to function. Probably most useful or you knight or similar who can use the unrestricted movement for defending, uncanny dodge or equivalent to negate CA bonus. Righteous Armor and Evil Eye Fetish for some autodamage against melee attackers.
For a crawling build, thri kreen druid or mc druid with werewolf theme, slithering form for no oa's by crawling, and racial feat to crawl at full speed. Add in low crawl to shift while prone to allow some movement powers to function. Probably most useful or you knight or similar who can use the unrestricted movement for defending, uncanny dodge or equivalent to negate CA bonus. Righteous Armor and Evil Eye Fetish for some autodamage against melee attackers.



Add in the belt that removes the penalty to your melee attacks while prone.

I would probably put the swampthing and deadly gnome cultist as skyblue, probably dark blue for the other three.  They are all perferctly functional for a reasonably opped game, though for high ac cleric I would make a lot of different choices if I was actually going to play him.

I used swampthing in a lair assault playtest and he died, but it was a playtest where the difficulty was at max with us all going in blind without a leader in the party and only 4 PCs with it set up for 5 PCs.


Who has the pet build with the most summons at once?  I think its a sentinal/shaman combination of some sort.  Whichever, it is it should be on here.


Here is Kerrus's holy prostration.  A tiefling paladin/cleric that gives out saves by stunning itself.

Awesome thread! Here are my three contributions:

Highest non-infinite encounter nova: Swordmaster (111236 damage)

Mos ridiculous defender: Super Pseudo-Knight

World-destroyer: Elf High Mage
Why is Brave Sir Robin not on this list yet?
Why is Brave Sir Robin not on this list yet?

He's there.

I think i finally caught up.  Anyone got a link to a good lazy buld?

And any critiques/suggestions on sorting? 

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.

community.wizards.com/go/thread/view/758..." title="community.wizards.com/go/thread/view/758...">A bit ye olde but it's the most well known.

Weird my link isn't working - it's the Lazy Clever Commander:  community.wizards.com/go/thread/view/758...
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
A challenge that I think would be fun, but never got around to: a character that can, at-will, make an attack that adds every single ability mod to damage (so, for example, an MBA that deals 2[W]+str+con+dex+int+wis+cha).
MelloRed



This is the first time I've actually drawn a connection between mellored's username and his avatar.  Until now I've been pronouncing it in my head as "mellord".

:idiot:
A challenge that I think would be fun, but never got around to: a character that can, at-will, make an attack that adds every single ability mod to damage (so, for example, an MBA that deals 2[W]+str+con+dex+int+wis+cha).

Added to the challenge list.

I actually want someone to try and make a better scry and die.  I feel like it could do more.

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.

As for all movement modes, I've found an increase for the climb speed (thanks to Keithric) and the swimspeed. If I notice any new as I trawl the compendium, I shall continue to update that post.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
A build that's every possible class? Obviously has to be a Bard, but I'm not even sure you can get enough feats by level 30 to get all the multiclass feats. And even then, what are you going to do with it?
Anyone have a skill build?  I know there was a few.

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.

A build that's every possible class? Obviously has to be a Bard, but I'm not even sure you can get enough feats by level 30 to get all the multiclass feats. And even then, what are you going to do with it?



There are 38 classes so not even close. Even a human barb with the Traveller's Harlequin path, you only get 20 feats, so 21 classes would be the most.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
A build that's every possible class? Obviously has to be a Bard, but I'm not even sure you can get enough feats by level 30 to get all the multiclass feats. And even then, what are you going to do with it?



There are 38 classes so not even close. Even a human barb with the Traveller's Harlequin path, you only get 20 feats, so 21 classes would be the most.


1. But is there a multiclass feat for every (sub)class? 
2. Bards get Multiclass Mastery at epic, so that's one more class. 

Not that it's anywhere close to useful, except that you'll be trained in practically every skill and can use any implement. 
I remember seeing a build where the character was better in the skills he was not trained in than in the ones that he was. Anyone else remember that?
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Here's an incredibly relaxed knight. He's so relaxed he spends all day lying down with his eyes closed and this actually makes him a better defender. He's so relaxed that nobody bothers taking a swing at him as he casually crawls about the battlefield, and anyone that does turn their attention on him feels an immediate sting of regret. He just wants to bring everyone down to his level so everyone can relax as much as him. Here he is:

Show

====== Created Using Wizards of the Coast D&D Character Builder ======
level 14
Thri-Kreen, Knight
Background: Auspicious Birth (Auspicious Birth Benefit)


FINAL ABILITY SCORES
Str 22, Con 16, Dex 16, Int 9, Wis 14, Cha 12.


STARTING ABILITY SCORES
Str 17, Con 13, Dex 13, Int 8, Wis 13, Cha 11.



AC: 32 Fort: 28 Reflex: 25 Will: 22
HP: 115 Surges: 12 Surge Value: 28


TRAINED SKILLS
Nature +16


UNTRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +8, Diplomacy +8, Dungeoneering +9, Endurance +6, Heal +9, History +6, Insight +10, Intimidate +10, Perception +10, Religion +6, Stealth +6, Streetwise +8, Thievery +6, Athletics +11


FEATS
Level 1: Thri-Kreen Scuttler
Level 2: Initiate of the Old Faith
Level 4: Slithering Form
Level 6: Thri-Kreen Antennae
Level 8: Flail Expertise
Level 10: Dragging Flail
Level 11: Ubiquitous Shield
Level 12: Lashing Flail
Level 14: Low Crawl


POWERS
Initiate of the Old Faith: Swarming Locusts
Knight at-will 1: Battle Guardian
Knight utility 1: Battle Wrath
Knight utility 1: Cleaving Assault
Knight utility 2: Wolf's Vitality
Knight utility 7: Measured Cut


ITEMS
Rope of Slave Fighting (heroic tier), Evil Eye Fetish +3, Righteous Gith Plate Armor +3, Heavy Shield, Staggering Alhulak +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



So you roll out of bed, and stay prone  and keep your eyes closed indefinitely. You start your fights by going into hybrid wolf form as a minor, and with the speed boost from the form crawling 8 towards the biggest group of enemies you can get in your aura. Standard flail package makes it easy to keep enemies on the floor and where you want them. Measured Cut stance gives more positioning ability (low crawl lets you shift while prone). Being prone means enemies have CA against you for melee attacks, but Ubiquitous Shield cancels the attack bonus, and the armor and neck slot deal 3 radiant and 3 necrotic damage to attackers with CA. You keep your eyes closed so distance enemies have CA and take that damage too, but you have blindsight 1 so you have no penalties against adjacent enemies. Level 14 is the first level that all the feats and items really come together. Haven't fleshed this out completely though (No PP and some power selections needed).
Nothing says that closing your eyes causes you to have the game effect 'blind'.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Nothing says that closing your eyes causes you to have the game effect 'blind'.

Thunderspire Labyrinth, mirror room. Not a RAW source since it is a module, but it is the second module ever written for 4e and could certainly be considered a RAI source.
Nothing says that closing your eyes causes you to have the game effect 'blind'.



It doesn't need to cause the blind condition. You simply need to not be able to see your enemies for them to have CA. Unless you would argue you can see things with you eyes closed...

As far as actions and such required, that usually is a matter for debate, but this build never has to open his eyes so that's not really an issue. 
Nothing says that closing your eyes causes you to have the game effect 'blind'.



It doesn't need to cause the blind condition. You simply need to not be able to see your enemies for them to have CA. Unless you would argue you can see things with you eyes closed...

As far as actions and such required, that usually is a matter for debate, but this build never has to open his eyes so that's not really an issue. 



You can see everything unless a game element says you can't. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Nothing says that closing your eyes causes you to have the game effect 'blind'.



It doesn't need to cause the blind condition. You simply need to not be able to see your enemies for them to have CA. Unless you would argue you can see things with you eyes closed...

As far as actions and such required, that usually is a matter for debate, but this build never has to open his eyes so that's not really an issue. 



You can see everything unless a game element says you can't. 



Nothing says that. This is "pants" territory. A game element doesn't need to say it. It's like trying to argue that you can breath despite plugging your mouth and nose. Or saying you can eat without opening your mouth. Functions so basic no game element gets involved. But if you are going to be silly about it you can wear a pillowcase over your head (objects block line of sight explicitly). Actually, may as well wear a pillowcase over your head with a pillow inside for extra comfort while lounging.
What reason to take Low Crawl instead of Thri Kreen Scuttling Master?
What reason to take Low Crawl instead of Thri Kreen Scuttling Master?



Yeah, that would be an improvement. There's probably some way to make a stealth crawler build, but it would be a wierd combination of things...
What reason to take Low Crawl instead of Thri Kreen Scuttling Master?



Yeah, that would be an improvement. There's probably some way to make a stealth crawler build, but it would be a wierd combination of things...



How about some weird rogue/druid/wererat build?  

Rogue
- Sneak attack
- Stealth utilities

Druid
- The feat that removes OAs when moving while prone
- Coiled Serpent PP which gives +5 stealth while in beastform, +2d6 poison to melee attacks(could be switched to frost with a frost weapon)
- All the other beastform feats

Wererat
- +2 stealth while in were form
- At will that can be used in place of MBA that does ongoing damage
- Access to claw gloves

 

I remember seeing a build where the character was better in the skills he was not trained in than in the ones that he was. Anyone else remember that?

Bard with a Level 24 Exceptional Factotum Helmet (+3 Item bonus to untrained skills) and Bard of All Trades Feat (+3 feat bonus) plus Skill Versatility (+1 untyped), will give you +7 to untrained skills. 

Even with the Level 4 version of the Helmet, you're breaking even trained vs. untrained.
So you'd actually be better of as a class that only gets 3 basic skills and then MCing bard.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Someone should do a more practical individual high initiative build than what I came up with.  That one only really works at level 30 since it requires a party of Lorekeepers.  Earlier than 30 it can only get initiative about that high once a day.

The basic frame of githzerai rogue with superior initative is still probably a good place to start.
So you'd actually be better of as a class that only gets 3 basic skills and then MCing bard.


Non-bards could use the Level 24 Exceptional Factotum Helmet (+3) and Jack of all Trades feat (+2) to break even.

MC Bard doesn't give you Skill Versatility, it's a class feature.  You could get it by Paragon Multiclassing as a Bard and taking Healing Song, but why?

Hybrid Bard keeps Skill Versatility so it would be viable there.
So you'd actually be better of as a class that only gets 3 basic skills and then MCing bard.

Non-bards could use the Level 24 Exceptional Factotum Helmet (+3) and Jack of all Trades feat (+2) to break even.

MC Bard doesn't give you Skill Versatility, it's a class feature.  You could get it by Paragon Multiclassing as a Bard and taking Healing Song, but why?

Hybrid Bard keeps Skill Versatility.



Bard of All Trades gives you a +3 instead of the +2 from Jack of All Trades, so you'd actually be a point ahead. I think his point was that you'd be better off with more untrained skills in this case.

Edit: Grammar fail 
Fail on my part. You would use Bard of All Trades if you MC Bard, not Jack.  Time to brew another pot of coffee.
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