The Omnipresent Opportunist (Pixie Rogue|Warlock/Champion of Vigil/Destined Scion)

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The Omnipresent Opportunist

 


Everywhere and nowhere. As ghostly in life as their enemies in death. The Fable swarm assassins are identical, indistinguishable in discipline, fighting exactly as one...some even say it is just one.





Highlights of A Tiny Fey Roguelock

This build aims to be a charging, multiattacking, critfishing, permanently hidden, opportunity attack magnet.



You're a monster in the shadows. You're permastealthed thanks to constant post-OA mobility. You use both your of at-will powers as powerful Opportunity Attacks (OAs), and they will each let you shift 3 squares as a free action twice. This is in order for to 1. Make a stealth check and 2. Move to a square unknown to your DM but adjacent the next enemy in the initiative order, ideally one of his casters, artillery or isolated brawlers. OAs provoke more OAs as they allow you to re-hide and reposition after your execute them.


Put enemies in a sad position. They have no idea when you're adjacent to them at all. And if they suspect that you are (eg: they're the last one left), they don't know which square you're in. They'll get smacked if they move towards your allies or use ranged powers. Scared and unprepared foes will waste their turns attacking the air and shifting. Unlucky ones will get eviscerated.


Your Opportunity Attacks are deadly and accurate. They mostly strike reflex. You always make them while you're hidden. Your theme can add your Charisma modifier to both the attack roll and the damage roll if you've hit the enemy on your turn. Before Epic you can add your curse dice (+2d6). In Epic you can pull off a double attack OA who's attacks can be rerolled and to which you add your Sneak Attack dice (+5d6) on the first swing and your Warlock's Curse dice (+3d6) on the second.


You're resilient. While hidden, your armor class and NADs are defender like (around the 50s at level 30). Your Stealth will beat the most perceptive monsters in the game, and you roll stealth checks twice. Enemies will only deal half damage while you're hidden (which you constantly are). You shake off conditions like the best of 'em: rolls at the beginning of your turn for pretty much every condition there is, and encounter and daily powers that flat out remove conditions without a roll. Your free actions and immediates help you foil anyone who tries to hit you. They will let you avoid attacks completely and dominate would-be assailants. Your DM will loathe to swing at you...but also loathe not to.


You're a Pixie. You're tiny, you're mobile, you're stealthy, you can charge into enemy squares and hide in them, or slide the enemy into you. Enemies smaller than large can't bump into you to break your stealth since you fly above their heads. You're immune to tremorsense and most difficult terrains, and you can't be proned on a single hit. You are a true, invisible, pervasive menace.


The build scales very fast and early, adding large and interesting components every 5 levels or so. You're permahidden at level 4 and are able to pull off both Sneak Attack dice (through minor action attacks) and Curse dice (through charging/MBAs). You become an OA machine with an expanded crit range at level 12. You reroll attacks at level 16 while hidden (for most of your attacks, and especially dailies). You can perform a duo attack OA as soon as you hit level 21. At level 24, that duo attack becomes even more powerful as you're able to add your Sneak Attack dice to the first hit, and your Warlock's Curse dice to the second.


You're much more in play: Unlike other permastealth builds or one shot per round striker characters, you're always looking to make that next opportunity attack and repositioning close to the next enemy in the initiative order to maximize your chances of making another. The build enables you to play mind games with your DM and adds a Battleship element to the game.


Variants: I've added two more variants to show alternatives. The Polearm Momentum version ups the frequency of OA-madness by increasing the likelihood foes walk into an OA, on top of slaping a defender aura on them. The Rogue|Exec/Tactical Warpriest/Raven Knight drips with flavor and focuses on even further limiting a single opponent's choices (note that Tactical Warpriest & Raven Knight can also be used with the Rogue|Lock build). 



Note that this build guide works even if you don't believe Improved Cunning Sneak functions the same way as the Rogue class feature. It mostly only affects the build in Paragon and all you need to do to compensate is take the feat, alternative power and the two items marked in RED. You ditch all of them when you hit Epic.






Heroic:


You are permastealthed at level 4 using Hybrid Training (Cunning Sneak), Assassin MC & Cursed Shadow.


You can pull off both Sneak Attack dice and Curse dice for a couple of rounds using your rogue minor attacks (Snap Shot, Low Slash), more if you get a Mage's Weapon (trade an arcane encounter power for a martial encounter power).


You got charging gear and sneaking gear.


Note that White Lotus Dueling Expertise works on your Eldritch Strike so that's two birds with one stone for people not wanting to use Improved Cunning Sneak!


Level 10 with cool items though non are essential

Fable, level 8
Pixie, Warlock/Rogue
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Occupation - Mystic Slayer (+2 to Stealth)
Theme: Yakuza

FINAL ABILITY SCORES
STR 13, CON 10, DEX 20, INT 11, WIS 8, CHA 20
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
AC: 25 Fort: 18 Ref: 23 Will: 23
HP: 67 Surges: 6 Surge Value: 16
 
TRAINED SKILLS
Acrobatics +16, Bluff +17, Dungeoneering +10, Perception +10, Stealth +20, Thievery +15
 
UNTRAINED SKILLS
Arcana +4, Athletics +6, Diplomacy +10, Endurance +5, Heal +5, History +4, Insight +5, Intimidate +12, Nature +7, Religion +4, Streetwise +12
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Assassin Feature: Shadow Step
Rogue Attack 1: Sly Flourish
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Grasp of the Iron Tower
Rogue Attack 1: Duelist's Prowess
Stealth Utility 2: Elude Senses
Rogue Attack 3: Low Slash
Warlock Attack 5: Deathly Conduit
Acrobatics Utility 6: Timely Dodge
Rogue Attack 7: Snap Shot
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
 
FEATS
Level 1: Hybrid Talent
Level 2: Acolyte of the Veil
Level 4: Cursed Shadow
Level 6: Improved Cunning Sneak or White Lotus Dueling Expertise (Staff)
Level 8: Mindbite Scorn
Level 10: Suprising Charge
 
ITEMS


Shadowdancer's Gloves x1
Vanguard Short sword +2 x1
Dagger of Great Opportunity +1 x1
Horned Helm (heroic tier) x1
Badge of the Berserker +2 x1
Shadow Master Ki Focus +2 x1
Leather Armor of Dark Majesty +2 x1
Boots of Adept Charging x1
Gloves of Agility x1
Elven Chain Shirt (heroic tier)
Sehanine's Mark of the Dark Moon (level 3)


====== End ======






Paragon:

Risky Shift, White Lotus Evasion, Opportunity Sidestep, White Lotus Master Evasion let you shift 2 individually twice as a free action after an Eldritch Strike MBA.

This means that if you have Improved Cunning Sneak, you can rehide after the hit and then move to square unknown.

If you don't want to use Improved Cunning Sneak, you'll need to have the Staff of Traveler (proficiency gained through White Lotus Dueling Expertise) and one of either Mithrendain Steel, Eladrin Boots or Eladrin Ring of Passage.



Level 20, with only 3 uncommon items without Improved Cunning Sneak

====== Created Using Wizards of the Coast D&D Character Builder ======
Fable, level 20
Pixie, Warlock/Rogue, Champion of the Vigil
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Yakuza Level 10 Feature Option: Intimidate
Circle of Smoke and Whispers
Occupation - Mystic Slayer (+2 to Stealth)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 14, CON 11, DEX 23, INT 12, WIS 9, CHA 23
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 33 Fort: 26 Ref: 31 Will: 34
HP: 118 Surges: 6 Surge Value: 29
 
TRAINED SKILLS
Acrobatics +22, Bluff +21, Dungeoneering +16, Perception +16, Stealth +29, Thievery +21
 
UNTRAINED SKILLS
Arcana +9, Athletics +13, Diplomacy +16, Endurance +10, Heal +11, History +9, Insight +11, Intimidate +18, Nature +13, Religion +9, Streetwise +18
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Assassin Feature: Shadow Step
Rogue Attack 1: Piercing Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Acrobatics Utility 6: Timely Dodge
Rogue Attack 3: Snap Shot or Low Slash
Warlock Attack 7: Touch of Command
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Warlock Attack 15: Far Realm Glimpse
Rogue Utility 16: Slip from the Grasp
Rogue Attack 17: Tumbling Strike
Rogue Attack 19: Hilt Slam
Champion of the Vigil Attack 20: Remain Vigilant
 
FEATS
Level 1: Hybrid Talent
Level 4: Cursed Shadow
Level 6: Improved Cunning Sneak or White Lotus Dueling Expertise (Staff)
Level 8: Risky Shift
Level 10: White Lotus Evasion
Level 11: Opportunity Sidestep
Level 12: White Lotus Master Evasion
Level 14: Deft Blade
Level 14: Practiced Killer
Level 16: Versatile Expertise
Level 18: Superior Will
Level 20: Two-Weapon Fighting (Start Retraining for Epic)

ITEMS
Shadow Master Ki Focus +4 x1
Magic Dagger+4
Amulet of Protection +4 x1
Magic Short sword +4 x1
Boots of Stealth +2 x1
Magic Feyleather Armor +4 x1
Staff of the Traveler +1 x1
Mithrendain Steel Short Sword* +2 x1
*can also be replaced by Eladrin Boots or Eladrin Ring of Passage
====== End ======


Level 20 with all amazing items

====== Created Using Wizards of the Coast D&D Character Builder ======
Fable, level 20
Pixie, Warlock/Rogue, Champion of the Vigil
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Yakuza Level 10 Feature Option: Intimidate
Circle of Smoke and Whispers
Occupation - Mystic Slayer (+2 to Stealth)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 14, CON 11, DEX 23, INT 12, WIS 9, CHA 23
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 35 Fort: 28 Ref: 31 Will: 34
HP: 118 Surges: 6 Surge Value: 29
 
TRAINED SKILLS
Acrobatics +22, Bluff +21, Intimidate +23, Perception +14, Stealth +29, Thievery +21
 
UNTRAINED SKILLS
Arcana +11, Athletics +13, Diplomacy +16, Dungeoneering +9, Endurance +10, Heal +9, History +11, Insight +9, Nature +11, Religion +11, Streetwise +18
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Rogue Attack 1: Piercing Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Acrobatics Utility 6: Timely Dodge
Rogue Attack 7: Snap Shot
Warlock Attack 7: Touch of Command
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Warlock Attack 15: Far Realm Glimpse
Rogue Utility 16: Slip from the Grasp
Rogue Attack 17: Tumbling Strike
Rogue Attack 19: Hilt Slam
Champion of the Vigil Attack 20: Remain Vigilant
 
FEATS
Level 1: Hybrid Talent
Level 6: Improved Cunning Sneak or White Lotus Dueling Expertise (Staff)
Level 8: Risky Shift
Level 10: White Lotus Evasion
Level 11: Opportunity Sidestep
Level 12: White Lotus Master Evasion
Level 14: Practiced Killer
Level 14: Deft Blade
Level 16: Disciple of Freedom
Level 18: Versatile Expertise
Level 18: Improved Defenses
Level 20: Two-Weapon Fighting (Start Retraining for Epic)

ITEMS
Sehanine's Mark of the Dark Moon (level 3)
Shadow Master Ki Focus +4
Assassin's Cloak +4 x1
Mage's Dagger +1
Short sword of Great Opportunity +4 x1 or Mithrendain Steel Short Sword* +2 x1
Phantom Chaussures x1 (gives us Shadow Walk, replaces Cursed Shadow feat)
Dagger of Great Opportunity +4 x1 or Staff of the Traveler +1 x1
Horned Helm (paragon tier) x1
Shadowdancer's Gloves x1
Serpentine Bracers x1
Shadowflow Feyleather Armor +4 x1
Elven Chain Shirt (paragon tier)
Diamond Cincture (paragon tier) x1
Circlet of Arkhosia (paragon tier) or Horned Helm (paragon tier) x1
Grayflower Perfume x10
*can also be replaced by Eladrin Boots or Eladrin Ring of Passage
====== End ======






Epic:

Criterion of Balic Practice, Versatile Duelist, Weapon Proficiency (Drow long knife) and Heavy Blade Opportunity enable you to use a Rogue At-will as an OA.

Two-Weapon Fighting and Two-Weapon Flurry let you follow up that OA with an MBA (Eldritch Strike).


Level 30 with all amazing items

====== Created Using Wizards of the Coast D&D Character Builder ======
Fable, level 30
Pixie, Warlock/Rogue, Champion of the Vigil, Destined Scion
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Yakuza Level 10 Feature Option: Intimidate
Epic Heroism Option: Charisma
Epic Heroism Option: Dexterity
Circle of Smoke and Whispers
Occupation - Mystic Slayer (+2 to Stealth)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 15, CON 12, DEX 28, INT 13, WIS 10, CHA 28
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 44 Fort: 43 Ref: 44 Will: 44
+5 to all against melee/ranged while hidden
HP: 169 Surges: 15 Surge Value: 42
 
TRAINED SKILLS
Acrobatics +30, Bluff +29, Intimidate +31, Perception +20, Stealth +44, Thievery +29
 
UNTRAINED SKILLS
Arcana +16, Athletics +18, Diplomacy +24, Dungeoneering +15, Endurance +16, Heal +15, History +16, Insight +15, Nature +17, Religion +16, Streetwise +26
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Rogue Attack 1: Piercing Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Acrobatics Utility 6: Timely Dodge
Rogue Attack 7: Snap Shot or Low Slash (depending if you're dual wielding with a dagger or not)
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Warlock Utility 16: Painful Transference [party dmg isn't so bad, you may preposition to affect only 1 ally (eg: the defender)]
Rogue Attack 17: Tumbling Strike
Champion of the Vigil Attack 20: Remain Vigilant
Rogue Utility 22: Indomitable Agility
Warlock Attack 23: Unwilling Betrayal
Warlock Attack 25: Word of the Sorcerer-King
Destined Scion Utility 26: Epic Recovery
Rogue Attack 29: Moving Target
Destined Scion Utility 30: Undeniable Victory
 
FEATS
Superior Implement Training (Mighty ki focus)
Level 1: Hybrid Talent
Level 2: Practiced Killer
Level 8: Risky Shift
Level 10: White Lotus Evasion
Level 11: Opportunity Sidestep
Level 12: White Lotus Master Evasion
Level 14: Criterion of Balic Practice
Level 20: Versatile Duelist
Level 20: Two-Weapon Fighting
Level 21: Two-Weapon Flurry
Level 21: Long Step - No more Staff of Traveler for Improved Cunning Sneak disapprovers
Level 22: Weapon Proficiency (Drow long knife)
Level 22: Heavy Blade Opportunity
Level 24: Disciple of Freedom
Level 26: Versatile Expertise
Level 28: Improved Defenses
Level 30: Epic Fortitude
 
ITEMS
Sehanine's Mark of the Dark Moon (level 3)
Phantom Chaussures x1 (gives us Shadow Walk, replaces Cursed Shadow feat)
Serpentine Bracers x1
Diamond Cincture (epic tier) x1
Mage's Dagger +1 x1 (if Unwilling Betrayal wasn't triggered by your 3rd turn, use this to get another Tumbling Strike)
Greater Ring of Invisibility x1
Ring of Tenacious Will x1
Assassin's Cloak +6 x1
Shadowdancer's Gloves x1
Shadow Master Mighty ki focus +6 x1
Dagger or Short Sword of Great Opportunity  +6 x1
Drow Long Knife of Great Opportunity  +6 x1
Circlet of Arkhosia (epic tier) x1
Shadowflow Drake Leather Armor +6 x1
Grayflower Perfume x30
====== End ======




DPR




Level 10 DPR


At-will standard
[Assuming hidden, Gritty Sargent (Rapier Proficiency), curse monster]

Eldritch Strike charge with Shadow Master Ki Focus
To hit: +18 = 5 (DEX) + 5 (lvl) + 3 (prof) + 2 (enh) + 2 (CA) +1 (Charge)
Damage: 1d8 [W] + 5 (CHA) + 2 (ENH) + 1d8 (Vanguard Rapier) + 1d8 (Surprising Charge) +
1d6 (Horned Helm) + 2d6 (Warlock's Curse) + 1d6 (Shadowmaster's gloves) + 6 (Shadow Master Ki Focus) + 3 (Whet-stone) = 16 + 3d8 + 4d6

DPR (Adjusted for miss using DPR Calculator 1.17b, lvl 10 enemy with 2d8 on crit) = 34.10

OA
[On Cursed Monster, Assuming hidden]
Eldritch Strike with Shadow Master Ki Focus
To hit: +22 = 5 (CHA) + 5 (lvl) + 3 (prof) + 2 (enh) + 2 (CA) + 5 (Yakuza)
Damage: 1d8 [W] + 5 (CHA) + 2 (ENH)+ 2d6 (Warlock's Curse) + 1d6 (Shadowmaster's gloves) + 6 (Shadow Master Ki Focus) + 3 (Whetstone) + 5 (Yakuza)= 21 + 1d8 + 3d6
DPR: 35.20
DPR with damage added from Dagger of Great Opportunity (+2d8): 46.30

Encounter DPR
[Assuming hidden, Gritty Sargent (Rapier Proficiency), Practiced Killer MC feat]

Minor: Snap Shot
To hit: +17
Damage: 16 + 1d4 + 1d6 (Shadow Dancer gloves) + 2d6 (SA) + 1d8 (Attack finesse)
DPR: 24.28
Minor: Curse
Grasp of Iron Tower DPR: 
To hit:
10.80
(but no curse dice)
AP, Standard: Charge Eldritch Strike DPR: 34.10 (curse dice)

KPR = Kills Per Round.  1 Kill = 8*Level+24 damage
       = DPR/(8*level+24)

KPR without OA: 0.67
KPR with 1 hidden OA (more probably if you hide in their square and there's no adjacent allies)= 1.11 (a standard dead)



Level 20 DPR


You get to hide in a square unknown adjacent or inside the enemy's square so your chance to make an OA are greater.
If you get attacked, you can interrupt and dominate the adjacent enemy, then cause an OA by making him flee. You roll twice and have an expanded crit range while hidden.


At-will standard
[Assuming hidden, Gritty Sargent (Rapier Proficiency), curse monster]

Eldritch Strike charge with Shadow Master Ki Focus
To hit vs reflex: +28 = 6 (CHA) + 10 (lvl) + 3 (prof) + 4 (enh) + 2 (expertise) + 2 (CA) +1 (Charge)
Damage: 1d8 [W] + 6 (CHA) + 4 (ENH) + 2d6 (Horned Helm) + 2d6 (Warlock's Curse) + 1d6 (Shadowdancer gloves) + 1d8 (Serpentine Bracers) + 8 (Shadow Master Ki Focus) + 5 (Whestone) = 23 + 2d8 + 5d6

DPR (Adjusted for miss using DPR Calculator 1.17b, lvl 20 enemy with 4d8 on a crit) = 54.30

OA
[On Cursed Monster, Assuming hidden]
Eldritch Strike with Shadow Master Ki Focus
To hit: +35 = 6 (CHA) + 10 (lvl) + 3 (prof) + 4 (enh) + 2 (expertise) + 2 (CA) +6 (Yakuza)
Damage: 1d8 [W] + 6 (CHA) + 4 (ENH)+ 2d6 (Warlock's Curse) + 1d6 (Shadowdancer gloves) + 1d8 (Serpentine Bracers) + 8 (Shadow Master Ki Focus) + 5 (Whetstone) + 6 (Yakuza) = 29 + 2d8 + 3d6
DPR: 55.86
DPR if you apply Weapon of Great Opportunity damage (4d8)/1 enc: 77.63

Encounter DPR
[Assuming hidden, cursed, Gritty Sargent (Rapier Proficiency), Practiced Killer MC feat]

Minor: Tumbling Strike
To hit vs AC: +27
Damage: 3d8 [W] + 6 (DEX) + 4 (ENH)+ 3d6 (SA) + 1d6 (Shadowdancer gloves) + 1d8 (Serpentine Bracers) + 8 (Shadow Master Ki Focus) + 5 (Whetstone) + 2d8 (Attack Finesse) = 23 + 6d8 + 4d6
DPR: 69.71
Move + stealth check
Standard: Charge Eldritch Strike DPR: 54.30 (curse dice)
+ AP, Eldritch Strike DPR: 45.62 (no curse/charge dice)

KPR = Kills Per Round.  1 Kill = 8*Level+24 damage
       = DPR/(8*level+24)

KPR without OA: 0.92
KPR with 1 hidden OA (more probably if you hide in their square and there's no adjacent allies, if they attack you you can dominate them with an ImmInt and still trigger an OA)= 1.34



Level 30 DPR

[a Drow Long Knife Short Sword of Great Opportunity +6 and a Short Sword of Great Opportunity +6]

You get to hide in a square unknown adjacent or inside the enemy's square so your chance to make an OA are greater.
If you get attacked, you can interrupt and dominate the adjacent enemy, then cause an OA by making them flee. You roll twice and have an expanded crit range while hidden. You attack twice per OA and add Sneak Attack dice to the first hit and Curse dice to the second.


At-will both standards
[Assuming hidden and cursed monster, (Horned Helm)]

Piercing Strike with Shadow Master Ki Focus
To hit vs reflex: +39 = 9 (DEX) + 15 (lvl) + 3 (prof) + 6 (enh) + 3 (expertise) + 1 (ED) + 2 (CA)
Damage: 2d6 [W] + 9 (CHA) + 6 (ENH) + 1 (TWF) + 5d6 (SA) + 1d6 (Shadowdancer gloves) + 1d8 (Serpentine Bracers) + 10 (Shadow Master Ki Focus) + 6 (Whetstone) = 32 + 1d8 + 8d6
DPR (Adjusted for miss using DPR Calculator 1.17b, lvl 30 enemy with 6d8 on crit) = 73.85

Eldritch Strike charge with Shadow Master Ki Focus
To hit vs AC: +40 = 9 (CHA) + 15 (lvl) + 3 (prof) + 6 (enh) + 3 (expertise) + 1 (ED) + 2 (CA) +1 (Charge)
Damage: 2d6 [W] + 9 (CHA) + 6 (ENH) + 1 (TWF) + 3d6 (Warlock's Curse) + 1d6 (Shadowdancer gloves) + 1d8 (Serpentine Bracers) + 10 (Shadow Master Ki Focus)+ 6 (Whetstone) = 32 + 1d8 + 6d6 (+3d6 w/ Horned Helm)
DPR
(Adjusted for miss using DPR Calculator 1.17b, lvl 30 enemy with 6d8 on crit) = 65.27 (76.97 w/Horned Helm)

OA  (1st and 2nd attack with Two-Weapon Flurry)
[On Cursed Monster, Assuming hidden]

1st: Piercing Strike with Shadow Master Ki Focus (see above for details)
To hit vs reflex: +39 +9 (Yakuza)
Damage: 32 + 9 (Yakuza) + 1d8 + 8d6
DPR: 83.35
DPR with 6d8 extra dmg from Great Opportunity Weapon (2/enc): 116.71

2nd: Eldritch Strike charge with Shadow Master Ki Focus
To hit vs AC: +39 -5 (TWFlurry)
Damage: 32 + 1d8 + 6d6 = 73.85
DPR: 54.83

KPR per 1st OA of round = 0.523 KPR (0.65 w/Great Opportunity)

Piercing Strike + OA = 0.80 KPR (0.93 w/Great Opportunity Weapon)


Encounter DPR
[Assuming hidden, cursed, Practiced Killer MC feat]

Minor: Tumbling Strike
To hit vs AC: +39
Damage: 3d6 [W] + 9 (DEX) + 6 (ENH)+ 1 (TWF) 5d6 (SA) + 1d6 (Shadowmaster's gloves) + 1d8 (Serpentine Bracers) + 10 (Shadow Master Ki Focus) + 6 (Whetstone) + 3d8 (Attack Finesse) = 32 + 10d8 + 9d6
DPR: 124.07
Move: hide
Standard charge: Charge Eldritch Strike DPR: 65.27 (76.97 w/Horned Helm)
+ AP, Piercing Strike DPR: 54.15 (no SA dice)

KPR = Kills Per Round.  1 Kill = 8*Level+24 damage
       = DPR/(8*level+24)

KPR without OA: 0.92 (0.97 w/Horned Helm)
KPR with 1 hidden OA (more probably if you hide in their square and there's no adjacent allies, if they attack you you can dominate them with an ImmInt and still trigger it)= 1.616






Alternative 1: Rogue|Exec/Tactical Warpriest/Raven Knight


Here's an alternative.


  • Rogue|Executioner builds can be similar to the main build and they can get the Rogue at-will OA going on sooner without too much sacrifice.

  • Two advantages is that you can be fully DEX-primary and you don't need to spend a minor to curse in order to use your Exec striker feature (unlike Warlocks).

  • The major downside is that you need to take the Purple Dragon theme instead of Yakuza and spend a minor every encounter to set up the stance which lets you shift after an MBA.

  • I added the Tactical Warpriest instead of the Champion of Vigil PP (interchangeable between both builds) to show an alternative PP selection which really limits an enemy's choice. However you no longer have an expanded crit range or rerolls while attacking from hidden.

  • Raven Knight is an interesting ED for the Rogue|Exec given its cool features (-2 to hit to adjacent enemies, consistent phasing and insubstranciality, and a scythe) and the DEX boost.


.
Level 30 Roguelock

====== Created Using Wizards of the Coast D&D Character Builder ======
TactWarPrixie, level 30
Pixie, Assassin (Executioner)/Rogue, Tactical Warpriest, Raven Knight
Guild Attacks (Hybrid) Option: Red Scales (Hybrid)
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Circle of Smoke and Whispers
Occupation - Mystic Slayer (+2 to Stealth)
Theme: Purple Dragon
 
FINAL ABILITY SCORES
STR 16, CON 14, DEX 30, INT 10, WIS 20, CHA 14
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 18, INT 8, WIS 13, CHA 10
 
 
AC: 48 Fort: 41 Ref: 45 Will: 43
HP: 171 Surges: 8 Surge Value: 42
 
TRAINED SKILLS
Acrobatics +31, Endurance +22, Intimidate +22, Religion +20, Stealth +45, Thievery +30
 
UNTRAINED SKILLS
Arcana +15, Athletics +19, Bluff +17, Diplomacy +17, Dungeoneering +20, Heal +20, History +15, Insight +20, Nature +22, Perception +20, Streetwise +17
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Purple Dragon Utility: Focused Discipline
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Assassin Attack: Poisoned Dagger
Assassin Attack: Quick Lunge
Cleric Utility: Healing Word
Rogue Attack 1: Piercing Strike
Stealth Utility 2: Elude Senses
Assassin Utility 6: Shadow Adept
Rogue Attack 7: Snap Shot
Stealth Utility 10: Persistent Tail
Tactical Warpriest Attack 11: Battle Cry
Tactical Warpriest Utility 12: Battle Favor
Rogue Utility 16: Slip from the Grasp
Rogue Attack 17: Tumbling Strike
Rogue Attack 19: Hilt Slam
Tactical Warpriest Attack 20: Battle Pyres
Rogue Utility 22: Indomitable Agility
Assassin Attack 25: Assassin's Scalpel
Raven Knight Utility 26: Dark Scythe
Rogue Attack 29: Deathweaving Strike
 
FEATS
Level 1: Hybrid Talent
Level 6: Initiate of the Faith
Level 8: Versatile Duelist
Level 10: Criterion of Balic Practice
Level 11: Opportunity Sidestep
Level 12: Weapon Proficiency (Drow long knife)
Level 14: Heavy Blade Opportunity
Level 16: Reserve Maneuver
Level 18: Versatile Expertise
Level 20: Two-Weapon Fighting
Level 21: Long Step
Level 21: Two-Weapon Flurry
Level 22: Superior Implement Training (Mighty ki focus)
Level 24: Deft Blade
Level 24: Armor Proficiency: Hide
Level 26: Improved Defenses
Level 28: Martial Resolve
Level 30: Epic Will
 
ITEMS
Phantom Chaussures x1
Assassin's Cloak +6 x1
Horned Helm (epic tier) x1
Gauntlets of Destruction x1
Elven Chain Shirt (epic tier)
Shadow Master Mighty ki focus +6 x2
Shadowflow Drake Leather Armor +6 x1
Great Cat Elderhide Armor +6
Warding Blade Dagger +6 x1
Dagger of Speed +6
Drow long knife of Great Opportunity +6 x1
Serpentine Bracers x1
Diamond Cincture (epic tier) x1
Greater Ring of Invisibility x1
Ring of Tenacious Will x1
====== End ======
Alternative 2: The Pikesie


Here's another interesting take on the theme. This build changes a few important things:


  • You fight with a Pike which is a polearm/spear weapon.

  • Polearm Gamble increases your OA rate.

  • The Cavalier MC Squire of Righteousness gives you a fully functioning defender aura, effective since you're always invisible but it adds a metagaming problem (clues your DM on your location)

  • Dead God Avatar ED (Laeris) gives you access to another power to counter Blindsight

  • Your higher WIS gives you access to Martial Resolve, allowing you to take a Horned Helm instead of the circlet

  • You no longer have Ki Focus proficiency (no more Shadow Master, boo), so you use Holy Symbols as an implement

  • You can't apply Sneak Attack dice anymore.

  • You would think that fighting with a pike would be unworkable with the Rogue side of the equation. There's only small number of Rogue attack powers that don't require a light blade/sling/crossbow but they're surprisingly decent (Tumbling Strike for example).


I thought it would be interesting to add Polearm Gamble but it turned out to be too costly in terms of DPR in my opinion, mainly because of no more TWFlurry, SA and Shadow Master Ki Focus. Oh well.



Level 30 Pikesie

====== Created Using Wizards of the Coast D&D Character Builder ======
Pikesie, level 30
Pixie, Warlock/Rogue, Champion of the Vigil, Dead God Avatar
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Versatile Expertise Option: Versatile Expertise (Spear)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Yakuza Level 10 Feature Option: Intimidate
Divine Insight Option: Charisma
Proficiency: Weapon Proficiency (Pike)
Circle of Smoke and Whispers
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 16, CON 12, DEX 24, INT 10, WIS 15, CHA 28
 
STARTING ABILITY SCORES
STR 14, CON 10, DEX 14, INT 8, WIS 13, CHA 16
 
 
AC: 43 Fort: 44 Ref: 46 Will: 44
HP: 169 Surges: 15 Surge Value: 42
 
TRAINED SKILLS
Acrobatics +26, Bluff +29, Endurance +20, Perception +22, Stealth +36, Thievery +26
 
UNTRAINED SKILLS
Arcana +15, Athletics +17, Diplomacy +24, Dungeoneering +17, Heal +17, History +15, Insight +17, Intimidate +26, Nature +19, Religion +15, Streetwise +26
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Multiple Class Utility: Defender Aura
Paladin Attack: Righteous Radiance
Rogue Attack 1: Probing Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Acrobatics Utility 6: Timely Dodge
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Rogue Attack 15: Bold Feint
Warlock Utility 16: Painful Transference
Rogue Attack 17: Tumbling Strike
Champion of the Vigil Attack 20: Remain Vigilant
Rogue Utility 22: Indomitable Agility
Warlock Attack 23: Unwilling Betrayal
Warlock Attack 23: Web of Lies
Warlock Attack 25: Word of the Sorcerer-King
Dead God Avatar Utility 26: Summon Divine Presence
Warlock Attack 29: Curse of the Dark Delirium
 
FEATS
Level 1: Hybrid Talent
Level 2: Squire of Righteousness
Level 4: Versatile Expertise
Level 10: White Lotus Evasion
Level 11: Opportunity Sidestep
Level 12: White Lotus Master Evasion
Level 14: Impaling Spear
Level 16: Twofold Curse
Level 18: Relentless Curse
Level 20: Mindbite Scorn
Level 21: Polearm Gamble
Level 21: Long Step
Level 22: Martial Resolve
Level 22: Armor Proficiency: Hide
Level 24: Improved Defenses
Level 26: Epic Fortitude
Level 28: Skill Focus (Stealth)
Level 30: Epic Reflexes
 
ITEMS
Sehanine's Mark of the Dark Moon (level 3)
Phantom Chaussures x1
Serpentine Bracers x1
Diamond Cincture (epic tier) x1
Greater Ring of Invisibility x1
Ring of Tenacious Will x1
Assassin's Cloak +6 x1
Gauntlets of Destruction x1
Shadow Master Mighty ki focus +6 x1
Great Cat Elderhide Armor +6 x1
Horned Helm (epic tier) x1
Battlemaster's Short spear +6
Pike of Great Opportunity +6 x1
Symbol of Sustenance +4 x1
====== End ======
FAQ:

Q1) What if I my DM lets me use Dragonmark feats?

A1) Great, they're tremendously useful.
-Mark of Shadows will let stay hidden in case you miss with an OA.
-Mark of Finding will let you follow shifting enemies, limiting their choices even further.
-Mark of Sentinel triggers post-OA shifting on both a hit and a miss, unlike Opportunity Sidestep which only works on a hit.
I'd pick Mark of Finding personally but it depends. If you're feat starved, just trade Opportunity Sidestep for Mark of Sentinel as a direct upgrade.


Q2) You know you could use Great Cat Armor/Phantom Chaussures/Eladrin Boots/Eladrin Ring of Passage instead of feat x, y and z.

A2) I know. I just don't like building item dependant builds. DMs can be tempermental and stingy about items so I've tried to limit the necessity of items in my so called vanilla build. I've also created a fully item tricked out build. If you've got access to even more items to save feat slots, good for you.


Q3) My DM meta-games like crazy. Monsters seem to always 'know' in what squares to aim their blasts. They also have a keen intuition in which of the dozen empty squares to swing aimlessly.

A3) Sorry mate. Maybe try talking to your DM and setting up a system in where after you are hidden and move to square, you take your miniature off the board and write down its location, revealing it when necessary.


Q4) Rogue|Warlock? Why not Rogue|Executionner?

A4) Both have the advantages. You can check out the original PEACH thread for the details:

community.wizards.com/go/thread/view/758...
It came down to 1) Rogue|Warlock starts the OA-madness earlier (level 12); and 2) Rogue|Warlock can shift as a free action after charges/MBAs (White Lotus Master Evasion), making hiding after a charge much more easy and efficient. If you're only playing in heroic and don't so much as dip your toe in paragon, than Rogue|Executionner is great (it would follow a similar feat progression until later heroic).

EDIT: I added the alternative for this.


Q5) Why Pixie?

A5) They can hide in an opponent's square. They can occupy a greater possibility of squares. Medium and small creatures can't bump into them. They are immune to tremorsense. Their flight gives them superior positioning and targeting capabilities for cursing and charging. If you want to try this build with other races, Elf (Criterion of Balic Practice lets them shift 2 => no staff headache), Eladrin (Sun Elf Staff Proficiency for free), Human (extra feat) are all good choices and many others could work well. I can post variants if the demand is there.


Q6) So what's the deal with Improved Cunning Sneak?

A8) RAW it only lets you use the feature to hide with only regular (not superior) concealment after moving 2 square through a MOVE ACTION. Some say it's an oversight since the errata allowing Stealth checks and Cunning Sneak to be done after actions involving movement. Talk about it with your table and DM and see how they feel about it. No matter what this build works in both circumstances, you just need to pick up a few items to make up for it.

If you and your DM decide that, RAI, Improved Cunning Sneak should function like the class feature (ie: you can make a stealth check after any action in which there's movement), than congrats, you've saved yourself a small headache in Paragon. Ditch the Staff of Traveler and the Mithrendain Steel Rapier and pick up a Weapon of Great Opportunity.


Q7) Couldn't you get more OA abuse by picking up a Spiked Chain, taking Traveler's Harlequin PP and using & recharging Chain Ward & Form of the Primal Beast daily powers to get threatening reach?

A9) Probably yeah, but that starts working only at Epic. Recharging dailies is a bit clunky and isn't my style but it's doable. Also there's less of an element of surprise or tension (DM always knows he's going to eat an OA). But if you wanna do it, switch to Human, pick the Primal Resurgence feat and Deadly Trickster ED and start swingin'.


Q8) I don't understand this stealth stuff.

A10) Careful, this build isn't for newcomers. I'd suggest taking some time to read "The Hidden Club" stealth guide in the FAQ forum. I learned a lot about stealth and free actions through this build. Here's a primer regarding this build:



  • You can make a stealth check to hide after an action which involves movement if you have total concealment/total cover

  • You cannot make an effective stealth check to hide after an action if that action made you lose hidden

  • Cunning Sneak lets us bypass the requirement for total concealment and only requires concealment to hide if the action moved us at least 3 squares

  • Shadow Walk gives us concealment until the end of our next turn if we moved at least 3 squares from our starting point



Q9) What about Blindsight?

You've got at least 6 things you could pick up to counter it:
Elude Senses U2
Grayflower Perfume consumable
Blinding Menace E7 (if you're a Rogue|Exec, or by power swaping)
Avatar of God (Two things, U26 Laeris & regain encounter powers)
Battlemaster's Weapon (regain encounter power [choose from above])
Symbol of Sustenance (maintains effects of a power for another round)





Many thanks to Gimbazi for the exchanges I had with him and who's OA-centric twist on my Exec|Lock Pixie build was how this idea came about in the first place.

Questions, thoughts, and comments are always welcome.
Reserved just in case...
No expertise?

Also, flail would make a pretty nice variant.

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.

No expertise? Also, flail would make a pretty nice variant.



There's Versatile Expertise, the CB adds it to implement weapon attacks with Ki Focuses so I decided it was better, it also lets you dual wield a dagger in your other hand if you want to do RBAs or use Snap Shot.

Early on there's White Lotus Dueling Expertise which works with your MBA. If not you can take an expertise feat as early as level 6 if you wanted to (I noticed the DPR tradeoff was in favor of Mindbite Scorn and Surprising Charge though).

Which flail items or feats would you find interesting? I know there was a spiked chain threatening reach daily-recharging build floating around at some point if that's what you're thinking of.
I see that you put a lot of effort in this build and i respect that, but all the OA effort makes only sense on a focus fire build that uses DtS + Ninth Legion Student. Your build only spreads damage while not contributing too much else.
I see that you put a lot of effort in this build and i respect that, but all the OA effort makes only sense on a focus fire build that uses DtS + Ninth Legion Student. Your build only spreads damage.



And how would you re-hide and reposition after DtS? I don't see how you'd trigger nearly as many OAs that way. That option would do roughly as much damage as mine on a single enemy (probably less since my OAs are a two-pronged powerhouse taking advantage of the striker damage features of both my classes) except he wouldn't provoke as many OAs from other monsters and hence do less damage overall. I'd prefer doing multiple OAs over just one, that was the whole point.
I see that you put a lot of effort in this build and i respect that, but all the OA effort makes only sense on a focus fire build that uses DtS + Ninth Legion Student. Your build only spreads damage.



And how would you re-hide and reposition after DtS? I don't see how you'd trigger nearly as many OAs that way. That option would do roughly as much damage as mine on a single enemy except he wouldn't provoke as many OAs from other monsters and hence do less damage overall. I'd prefer doing multiple OAs over just one, that was the whole point.



Didn't talk about permahidden builds, i talked about OA producing builds in general. You did spend a vast amount of resources into the OA thing, which is sub-par, as it is.
My point is: If you want to go for "OA-madness" pick Ninth Legion Student + DtS and chose some other mechanic than permahidden to get that OAs.

I see that you put a lot of effort in this build and i respect that, but all the OA effort makes only sense on a focus fire build that uses DtS + Ninth Legion Student. Your build only spreads damage.



And how would you re-hide and reposition after DtS? I don't see how you'd trigger nearly as many OAs that way. That option would do roughly as much damage as mine on a single enemy except he wouldn't provoke as many OAs from other monsters and hence do less damage overall. I'd prefer doing multiple OAs over just one, that was the whole point.



Didn't talk about permahidden builds, i talked about OA producing builds in general. You did spend a vast amount of resources into the OA thing, which is sub-par, as it is.
My point is: If you want to go for "OA-madness" pick Ninth Legion Student + DtS and chose some other mechanic than permahidden to get that OAs.



Don't really know what mechanic would produce more OAs except threatening reach dailies and daily recharge powers, but again with permastealth. I think permastealth is the perfect way to generate OAs and I don't see on what grounds you call it subpar. Also I've basically maximized the damage you could produce from an OA by using the at-wills and striker damage features of both my classes. I'd love to see how you'd go about doing more damage on an OA or how you'd generate more of them.
I'm calling your bluff, I don't think you could make a build which has an easier time generating OAs or that does as much damage on an OA.
Ohh a challenge! :D
Being a noob I cannot contribute much, just wanted to say looks nice esp like the pic =)
Flail expertise. Works well with eldrich strike.
lightblade expetise is aslo free damage.

Reach doesn't work too well for OA's.

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.

Flail expertise. Works well with eldrich strike. lightblade expetise is aslo free damage. Reach doesn't work too well for OA's.


Yeah but we're attacking with Heavy Blades at least for the Rogue At-Will part of the OA, I guess you could wield a flail in the other hand but in order to get the Expertise feat to apply to both you'd need to make more room for feats.

If you wanted to add more slide you could go with that superior ki focus (Mountain ki focus) which adds more distance to slides instead of mighty ki focus.

btw your mr cellophane guide was very useful.
It's less about damage, and more about contol.

I mean, if your hovering above someone, and they move toward an ally, you waste their movement, and make them spend an action to stand up.

Also, i don't see the point of HBO+piercing strike. Why not simply light blade expertise, and deft blade. More damage for all your attacks.

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 point of HBO + Piercing strike is to get that 5d6 sneak attack damage (+17.5 on avg for an OA). Sneak attack damage isn't dependant on the enemy being cursed so that's the big advantage. After you do a free action attack through TWFlurry, you won't be able to do it again for the rest of the round, so that +17.5 which is for the first hit is very valuable. There's no way i'd do more damage just with LBE and Deft Blade.

If we get rid of that aspect, we free up 4 feats in which we could take say:
LBE (+3 dmg per hit)
Deft Blade (vs. reflex on MBAs)
Weapon Focus (Light Blades, +3 feat damage)
Only if we managed to get another +3 dmg via another feat would we be about equal, but only for the first OA of the round since TWFlurry works once per round, giving us the two hits which breaks us to par with the SA damage.

 I guess if you wanted to add the whole sliding mechanic, it would not make sense to keep the four HBO feats since you'd want to use your MBA on OAs instead of your Rogue At-will.

For the flails: I can see the interest in wanting to slide and prone targets. In that case I guess you'd pick up:
Lashing Flail (add an additional slide to your MBA)
Flail Expertise
Staggering Alhulak/Flail via Gritty Sargent Background

Since you have 2 individual slide 1's per hit, prone with one and slide 7 with the other.


So yeah it's a tradeoff of dpr for control. You'd trade in the four HBO feats and take Deft Blade, LBE, Lashing Flail and Flail Expertise. You could keep the Assasin MC for your implement attacks and get rid of Mighty Ki Focus in favor of another damage booster or a way to curse more opponents (Twofold Curse) since you'll be relying on that for added damage on OAs instead of SA.
Here's the earliest level the OA-madness + rehiding + proning on OA can start: level 11. At 12 you'd pick up lashing flail and a staggering scrouge (forgot that small characters cant single-handedly wield flails) for both prone and slide. Repositioning is made possible by the purple dragon theme (should eventually be replaced by WLEvasion and WLMEvasion for Yakuza).

Flaixie

====== Created Using Wizards of the Coast D&D Character Builder ======
Flaible, level 11
Pixie, Warlock/Rogue, Champion of the Vigil
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Proficiency: Weapon Proficiency (Scourge)
Circle of Smoke and Whispers
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Purple Dragon
 
FINAL ABILITY SCORES
STR 14, CON 11, DEX 21, INT 12, WIS 9, CHA 21
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 26 Fort: 20 Ref: 24 Will: 23
HP: 73 Surges: 6 Surge Value: 18
 
TRAINED SKILLS
Acrobatics +15, Bluff +15, Intimidate +15, Perception +9, Stealth +24, Thievery +15
 
UNTRAINED SKILLS
Arcana +6, Athletics +7, Diplomacy +10, Dungeoneering +4, Endurance +5, Heal +4, History +6, Insight +4, Nature +6, Religion +6, Streetwise +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Purple Dragon Utility: Focused Discipline
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Assassin Feature: Shadow Step
Rogue Attack 1: Deft Strike
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Grasp of the Iron Tower
Rogue Attack 1: Duelist's Prowess
Stealth Utility 2: Elude Senses
Rogue Attack 3: Low Slash
Warlock Attack 5: Deathly Conduit
Acrobatics Utility 6: Timely Dodge
Rogue Attack 7: Snap Shot
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
 
FEATS
Level 1: Hybrid Talent
Level 2: Acolyte of the Veil
Level 4: Cursed Shadow
Level 6: Improved Cunning Sneak
Level 8: Flail Expertise
Level 10: Risky Shift
Level 11: Opportunity Sidestep
 
ITEMS
Horned Helm (heroic tier) x1
Badge of the Berserker +2 x1
Shadow Master Ki Focus +2
Elven Chain Shirt (heroic tier)
Sehanine's Mark of the Dark Moon (level 3)
Shadowdancer's Gloves x1
Staggering Scourge +2 x1
Dagger of Great Opportunity +2 x1
Bracers of Mighty Striking (paragon tier) x1
Diamond Cincture (heroic tier) x1
Boots of Stealth (paragon tier) x1
Shadowflow Leather Armor +3
Shadowflow Drowmesh +3 x1
====== End ======


Like it was mentioned, should be very effective at provoking OAs and wasting enemy's turns.
Small characters can't wield 2h weapons without the small property OR versatile weapons unless they use two hands.

An alhulak is fair game to be used one handed because it is a one handed weapon without being versatile.  Most flails are fair game. 

An alhulak is fair game to be used one handed because it is a one handed weapon without being versatile.  Most flails are fair game. 


The alhulak is versatile, as is every one-handed flail that lacks the off-hand property.
Small characters can't wield 2h weapons without the small property OR versatile weapons unless they use two hands.

An alhulak is fair game to be used one handed because it is a one handed weapon without being versatile.  Most flails are fair game. 


Alhulak is versatile my friend. Like I said, the scourge works, because it has the off-hand property, which means all characters can wield it with one hand whether they're medium or small.
Another way to get more controll while using heavy blades would be the Opportunistic Sneak Attack, for making enemies slow when doing SA, and World Serpent's Grasp to prone slowed enemies. I suppose it might not be that viable and/or effective prior to picking up Two-Weapon Flurry in epic tier though.

About the Serpentine Bracers, I think the main benefit of them is that their damage bonus is untyped not an item bonus, allowing you to get item bonuses from other sources which wouldn't otherwise stack with Iron Armbands of Power, such as Radiant weapons, which would prove quite useful vs enemies which resist the 1/round necrotic damage from the Shadow Master Ki Focus, or vs enemies you have already dealt the necrotic bonus damage. At the same time, it adds the poison keyword to your powers, making the powers useless against poison-immune creatures (because poison is special that way), and you kind of need the Venom Hand Master feat if you want to use it on a regular basis. Thus, if you don't get any additional damage bonus from your weapon to boost damage vs enemies you hit multiple times and/or necrotic resistant foes, it would probably be a better idea to go for the Iron Armbands of Power.
Having a whetstone on every attack is intellectually dishonest, especially at low level. Also, you can't benefit from Vanguard Weapon and Shadowmaster Ki Focus with the same attack.
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
If we get rid of that aspect, we free up 4 feats in which we could take say:
LBE (+3 dmg per hit)
Deft Blade (vs. reflex on MBAs)
Weapon Focus (Light Blades, +3 feat damage)
Only if we managed to get another +3 dmg via another feat would we be about equal, but only for the first OA of the round since TWFlurry works once per round, giving us the two hits which breaks us to par with the SA damage.

Right...  but there's more then just OA damage.

- 5 damage on most OA's (no SA, smaller weapon)
+4 damage on a charge and low slash, (LBE, WF)
+2 to-hit on a charge, (deft blade)
+slide on an OA (eldrich strike)
+shift on an OA (white lotus evasion)


Going flail would be a strong control variant, but yea, it's a large damage trade.

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.

Another way to get more controll while using heavy blades would be the Opportunistic Sneak Attack, for making enemies slow when doing SA, and World Serpent's Grasp to prone slowed enemies. I suppose it might not be that viable and/or effective prior to picking up Two-Weapon Flurry in epic tier though.

About the Serpentine Bracers, I think the main benefit of them is that their damage bonus is untyped not an item bonus, allowing you to get item bonuses from other sources which wouldn't otherwise stack with Iron Armbands of Power, such as Radiant weapons, which would prove quite useful vs enemies which resist the 1/round necrotic damage from the Shadow Master Ki Focus, or vs enemies you have already dealt the necrotic bonus damage. At the same time, it adds the poison keyword to your powers, making the powers useless against poison-immune creatures (because poison is special that way), and you kind of need the Venom Hand Master feat if you want to use it on a regular basis. Thus, if you don't get any additional damage bonus from your weapon to boost damage vs enemies you hit multiple times and/or necrotic resistant foes, it would probably be a better idea to go for the Iron Armbands of Power.


I see your point about the Serpentine Bracers and poison resistance. Iron Armbands of Power do make more sense, especially past paragon. I guess this boosts my DPR slightly.

World Serpent's Grasp would only work for the first OA of the round, since you can use TWFlurry to have a free action attack only once per round.

Having a whetstone on every attack is intellectually dishonest, especially at low level. Also, you can't benefit from Vanguard Weapon and Shadowmaster Ki Focus with the same attack.



Yeah looks like I made a mistake adding the vanguard weapon, but only in the level 10 DPR calculation I think (you can lower the DPR for charges by about 4 points). Other than that while i agree whetstones are dishonest to some extent, they are extremely standard in CharOp DPR calculations. Have you ever seen the DPR King threads?

If we get rid of that aspect, we free up 4 feats in which we could take say:
LBE (+3 dmg per hit)
Deft Blade (vs. reflex on MBAs)
Weapon Focus (Light Blades, +3 feat damage)
Only if we managed to get another +3 dmg via another feat would we be about equal, but only for the first OA of the round since TWFlurry works once per round, giving us the two hits which breaks us to par with the SA damage.

Right...  but there's more then just OA damage.

- 5 damage on most OA's (no SA, smaller weapon)
+4 damage on a charge and low slash, (LBE, WF)
+2 to-hit on a charge, (deft blade)
+slide on an OA (eldrich strike)
+shift on an OA (white lotus evasion)


Going flail would be a strong control variant, but yea, it's a large damage trade.



I can see there's some benefit but firmly I agree the flail variant is looking quite appealing. Here's the level 20 and 30 version, will add to the OPs later:

lvl 20

====== Created Using Wizards of the Coast D&D Character Builder ======
Fable, level 20
Pixie, Warlock/Rogue, Champion of the Vigil
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Yakuza Level 10 Feature Option: Intimidate
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Ki Focuses)
Proficiency: Weapon Proficiency (Scourge)
Circle of Smoke and Whispers
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 14, CON 11, DEX 23, INT 12, WIS 9, CHA 23
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 35 Fort: 30 Ref: 33 Will: 33
HP: 118 Surges: 6 Surge Value: 29
 
TRAINED SKILLS
Acrobatics +21, Bluff +21, Intimidate +23, Perception +14, Stealth +27, Thievery +21
 
UNTRAINED SKILLS
Arcana +11, Athletics +12, Diplomacy +16, Dungeoneering +9, Endurance +10, Heal +9, History +11, Insight +9, Nature +11, Religion +11, Streetwise +18
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Rogue Attack 1: Deft Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Rogue Attack 3: Low Slash
Acrobatics Utility 6: Timely Dodge
Warlock Attack 7: Touch of Command
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Warlock Attack 15: Far Realm Glimpse
Rogue Utility 16: Slip from the Grasp
Rogue Attack 17: Tumbling Strike
Rogue Attack 19: Hilt Slam
Champion of the Vigil Attack 20: Remain Vigilant
 
FEATS
Level 1: Hybrid Talent
Level 2: Practiced Killer
Level 6: Improved Cunning Sneak
Level 8: Risky Shift
Level 10: Flail Expertise
Level 11: Opportunity Sidestep
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: White Lotus Evasion
Level 16: White Lotus Master Evasion
Level 18: Disciple of Freedom
Level 20: Improved Defenses
 
ITEMS
Sehanine's Mark of the Dark Moon (level 3)
Shadow Master Ki Focus +4 x1
Phantom Chaussures x1
Shadowdancer's Gloves x1
Serpentine Bracers x1
Shadowflow Feyleather Armor +4 x1
Elven Chain Shirt (paragon tier)
Diamond Cincture (paragon tier) x1
Staggering Scourge +4 x1
Mage's Dagger +1
Assassin's Cloak +4 x1
Circlet of Arkhosia (paragon tier) x1
Short sword of Great Opportunity +4 x1
====== End ======


To improve Eldritch Strike damage I decided to go with admixture cold, ice gloves and icy heart.

lvl 30

====== Created Using Wizards of the Coast D&D Character Builder ======
Fable, level 30
Pixie, Warlock/Rogue, Champion of the Vigil, Destined Scion
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Yakuza Level 10 Feature Option: Intimidate
Epic Heroism Option: Charisma
Epic Heroism Option: Dexterity
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Ki Focuses)
Arcane Admixture Damage Type: Arcane Admixture Cold
Proficiency: Weapon Proficiency (Scourge)
Circle of Smoke and Whispers
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Yakuza
 
FINAL ABILITY SCORES
STR 15, CON 12, DEX 28, INT 13, WIS 10, CHA 28
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 16, INT 11, WIS 8, CHA 16
 
 
AC: 44 Fort: 43 Ref: 44 Will: 44
HP: 169 Surges: 15 Surge Value: 42
 
TRAINED SKILLS
Acrobatics +29, Bluff +29, Intimidate +31, Perception +20, Stealth +42, Thievery +29
 
UNTRAINED SKILLS
Arcana +16, Athletics +17, Diplomacy +24, Dungeoneering +15, Endurance +16, Heal +15, History +16, Insight +15, Nature +17, Religion +16, Streetwise +26
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Warlock's Curse  Power: Warlock's Curse
Rogue Attack 1: Deft Strike
Warlock Attack 1: Eldritch Strike
Stealth Utility 2: Elude Senses
Acrobatics Utility 6: Timely Dodge
Rogue Attack 7: Snap Shot
Rogue Attack 9: Knockout
Stealth Utility 10: Persistent Tail
Champion of the Vigil Attack 11: Remain Elusive
Champion of the Vigil Utility 12: Remain Unflinching
Warlock Utility 16: Painful Transference
Rogue Attack 17: Tumbling Strike
Champion of the Vigil Attack 20: Remain Vigilant
Rogue Utility 22: Indomitable Agility
Warlock Attack 23: Unwilling Betrayal
Warlock Attack 25: Word of the Sorcerer-King
Destined Scion Utility 26: Epic Recovery
Rogue Attack 29: Moving Target
Destined Scion Utility 30: Undeniable Victory
 
FEATS
Long Step
Level 1: Hybrid Talent
Level 2: Practiced Killer
Level 4: White Lotus Evasion
Level 6: Improved Cunning Sneak
Level 10: Flail Expertise
Level 11: Opportunity Sidestep
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: White Lotus Master Evasion
Level 18: Disciple of Freedom
Level 20: Two-Weapon Fighting
Level 21: Two-Weapon Flurry
Level 22: Arcane Admixture
Level 24: Icy Heart
Level 26: Twofold Curse
Level 28: Improved Defenses
Level 30: Epic Fortitude
 
ITEMS
Sehanine's Mark of the Dark Moon (level 3)
Phantom Chaussures x1
Serpentine Bracers x1
Diamond Cincture (epic tier) x1
Greater Ring of Invisibility x1
Ring of Tenacious Will x1
Assassin's Cloak +6 x1
Shadow Master Mighty ki focus +6 x1
Circlet of Arkhosia (epic tier) x1
Shadowflow Drake Leather Armor +6 x1
Short sword of Great Opportunity +6
Staggering Scourge +6 x1
Frost Brand Short sword +6 x1
Gloves of Ice (epic tier) x1
====== End ======



I just realized I could admixture fire and wield a Firewind Blade Drow Long Knife in my original build. Perhaps not a bad option even if my static damage modifiers are low.
Hence why one should never play a DPRK character in a real game, the vast majority of them are non-functional.
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
just wanted to say looks nice esp like the pic =)


 Why thank you... (The image was my mod - I changed a few colors and added the wings from a photograph of a real dragonfly, also my work...)
/end hornblowing

Show

I am the Magic Man.

(Pay no attention to the man behind the curtain.)

 

I am the Lawnmower Man.

(I AM GOD HERE!)

 

I am the Skull God.

(Koo Koo Ka Choo)

 

There are reasons they call me Mad...

Somewhat unrelated, but how is having a whetstone on every attack intellectually dishonest?  Well, assuming it's the encounter-long ones as opposed to the next hit only ones.
Other than that while i agree whetstones are dishonest to some extent, they are extremely standard in CharOp DPR calculations. Have you ever seen the DPR King threads?

I really wouldn't source the DPR Kings as examples of the standards of this forum. Many of them are pretty contentious and regularly dismissed in other threads.

I appreciate the work on the build though. My main concern would be the limited shift range to get to your next OA candidate. Epic battlefields can be pretty big.
Other than that while i agree whetstones are dishonest to some extent, they are extremely standard in CharOp DPR calculations. Have you ever seen the DPR King threads?

I really wouldn't source the DPR Kings as examples of the standards of this forum. Many of them are pretty contentious and regularly dismissed in other threads.

I appreciate the work on the build though. My main concern would be the limited shift range to get to your next OA candidate. Epic battlefields can be pretty big.



I guess I assumed those were the benchmarks ways of calculating DPRs since they rank them.

What distance would you say is optimal?

For the shifting. Shift 3 twice covers some ground but by adding that floating ability point to CON you could get 13 CON and qualify for hide armor proficiency, opening the door to Great Cat Armor (+1 shift when you shift), so that's a Shift 4 twice for the cost of 1 more feat.

For the cost of your off-hand, your feet slot, your ring slot you can get teleport 4x2 via Ring of Dimensional Escape (+1), Eladrin Boots (+2), and While Lotus Dueling Expertise (Staff prof for Staff of Traveler), you could teleport 4 (you'd ditch the risky shift and long step feats). Teleport 5x2 if you give up your other ring slot for an Eladrin Ring of Passage (+1). Another feat would get you 6x2 via an Arcane Wisp Familiar (+1 teleport, but also +2 stealth). No more Phantom Chaussures means you'd have to then stick with the Cursed Shadow feat or get an Armor of Dark Deeds though.

As you can see, it's give and take. Unless you want a flail build, you don't need your off-hand at all costs so it's not so bad if you wanted to go down the teleport route.

And thanks Mad_Jack, it does add a lot to the flavor.
An incisive Dagger or any of the other teleporting-booster items could help with the mobility issues to some extent, though the Incisive Dagger would tie up both hands (you'd still need the Staff of the Traveler).

If you frequently encounter minions, a possible way to get some extra shifting could be through Misty Step by choosing Fey Pact with Two-Fold Pact, though this needs mass-curse support to be somewhat effective, and I don't know if it would be practically possible at epic even if half a dozen feats were thrown at it - how big exactly do Epic battlefields tend to be? I haven't been past paragon myself, so I know little of the general challenges that tend to arise in that tier.
A cheap solution would be to get a Shadowrift Blade. I would never recommend having it as your sole post-OA mobility provider but it could go so far as to give you that extra oomph you need to get to your next opponent just in case he's too far.

EDIT: You could even get a lower level version if you wanted as well, since it's an item action and not an item property, you can still use it even if you attacked with it through Shadow Master Ki Focus.
An incisive Dagger or any of the other teleporting-booster items could help with the mobility issues to some extent, though the Incisive Dagger would tie up both hands (you'd still need the Staff of the Traveler).


Incisive Dagger doesn't work here.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
An incisive Dagger or any of the other teleporting-booster items could help with the mobility issues to some extent, though the Incisive Dagger would tie up both hands (you'd still need the Staff of the Traveler).


Incisive Dagger doesn't work here.


True, true. It would still work with with Misty Step - but would probably be too unpredictable to be of much use, even with Bloodied Boon and other mass-cursing support.
I see that you put a lot of effort in this build and i respect that, but all the OA effort makes only sense on a focus fire build that uses DtS + Ninth Legion Student. Your build only spreads damage.



And how would you re-hide and reposition after DtS? I don't see how you'd trigger nearly as many OAs that way. That option would do roughly as much damage as mine on a single enemy except he wouldn't provoke as many OAs from other monsters and hence do less damage overall. I'd prefer doing multiple OAs over just one, that was the whole point.



Didn't talk about permahidden builds, i talked about OA producing builds in general. You did spend a vast amount of resources into the OA thing, which is sub-par, as it is.
My point is: If you want to go for "OA-madness" pick Ninth Legion Student + DtS and chose some other mechanic than permahidden to get that OAs.



Don't really know what mechanic would produce more OAs except threatening reach dailies and daily recharge powers, but again with permastealth. I think permastealth is the perfect way to generate OAs and I don't see on what grounds you call it subpar. Also I've basically maximized the damage you could produce from an OA by using the at-wills and striker damage features of both my classes. I'd love to see how you'd go about doing more damage on an OA or how you'd generate more of them.


I'm calling your bluff, I don't think you could make a build which has an easier time generating OAs or that does as much damage on an OA.


Hadn't much time to read your whole build till now, that's why i'm answering that late. As i already said, respect for the whole work you put into the build and all its variants. But still my statement remains: from a practical optimization point of view it's mediocre at best.

1. It's still a permahidden build, which will make your DM focus firing your comrades. Permahidden can only be good if your whole party is permahidden, or if you have much more targetable DPR than a non-permahidden variant of your build. This is not the case here.
Basically, a build that could at least justify being permahidden, would be a Rebreather and certain other gamebreaking builds, since builds of that caliber "mark" the whole board with "seek and destroy me (and only me) now or be killed". 

2. Two-Weapon Flurry is a trap feat. -5 on hit is horrible. One of the only niches it has, is, if you go for critfishing, somehow. The method i assume you hoped to boost it with doesn't work, cause

3. you definitely read Yakuza's OA feature wrong. If you don't have the opportunity of AoE on your turn, it will procc on one enemy at best, and only if this enemy provokes on his turn. Combined with its duration it will have absolutely no impact on your build. And no, the Two-Weapon Flurry swing wont profit from it neither, since it's a free action, no OA.

4. Your build can provoke a lot of OAs on paper, but it wont in practical play. All you get OAs from is movement and ranged attacks. And the board is usually too big, to reach every artillery with your shtick.  
So, basically, there are a lot more "mechanics, that would produce more OAs". And no, they're not about daily or encounter resources.
I mean, even a Ranger|Cleric/Tactical Warpriest with HBO has a better OA mechanic (with less radius but more reliable), without really wasting resources into it, and still remains a fully functional Ranger|Cleric.

5. Your OA routine can easily be dodged and you have to choose wisely where to TP next. If one of the targets in your "chain" doesn't provoke as you thought, your sequence is interrupted. So, at worst you wont even get a single OA/round. Given the sheer amount of resources you wasted on that shtick, that would be a total write-off.

6. Spreading damage is only a good thing, if you can apply heavy control or negate attacks, as well.

7. Builds that focus on out of turn actions don't fit into the idea of striker optimization/alpha striking.
Sure, you still got a functional Rogue under all that junk, but every proper built Brutal Scoundrel will outperform you in this concern.

8. I haven't had the time to make a Ninth Legion Student build yet, but the advantages it would have over your build would be
a) focus fire capability (not with his own damage features, but with the damage features of his juiced up strikers)
b) not being a burden for his party due to perma-stealth
c) depends on the exact build i'll chose, but most likely being a fully functional leader|defender



Result: Your build is a tenderly made one, which puts nearly all resources into non-focussed damage that could possibly be done out of turn. And therefore being contrary to everything striker op.


Hadn't much time to read your whole build till now, that's why i'm answering that late. As i already said, respect for the whole work you put into the build and all its variants. But still my statement remains: from a practical optimization point of view it's mediocre at best.


1. It's still a permahidden build, which will make your DM focus firing your comrades. Permahidden can only be good if your whole party is permahidden, or if you have much more targetable DPR than a non-permahidden variant of your build. This is not the case here.
Basically, a build that could at least justify being permahidden, would be a Rebreather and certain other gamebreaking builds, since builds of that caliber "mark" the whole board with "seek and destroy me (and only me) now or be killed".



It is a permahidden build with all of the obvious advantages and disadvantages that it brings to the table. If you think only gamebreaking builds can make permastealth worth it, that's strictly your opinion.



2. Two-Weapon Flurry is a trap feat. -5 on hit is horrible. One of the only niches it has, is, if you go for critfishing, somehow. The method i assume you hoped to boost it with doesn't work, cause


TWFlurry is very far from a trap since you reroll on a miss. Did that detail escape you?



3. you definitely read Yakuza's OA feature wrong. If you don't have the opportunity of AoE on your turn, it will procc on one enemy at best, and only if this enemy provokes on his turn. Combined with its duration it will have absolutely no impact on your build. And no, the Two-Weapon Flurry swing wont profit from it neither, since it's a free action, no OA. And it has to be made after the OA, so no synergy there.


A decent potential of +9 to hit of and +9 damage on one or two enemies every round isn't too shabby for a theme I'd say.




4. Your build can provoke a lot of OAs on paper, but it wont in practical play. All you get OAs from is movement and ranged attacks. And the board is usually too big, to reach every artillery with your shtick. 
So, basically, there are a lot more "mechanics, that would produce more OAs". And no, they're not about daily or encounter resources.
I mean, even a Ranger|Cleric/Tactical Warpriest with HBO has a better OA mechanic (with less radius but more reliable), without really wasting resources into it, and still remains a fully functional Ranger|Cleric.


The Tactical Warpriest variant of this build has an even better and more reliable OA mechanic. You could even go Rogue|Ranger/Tacticaly Warpriest with this build (a variant I've been working on ) same shtick as my original, but better at drawing OAs than what you're proposing.



5. Your OA routine can easily be dodged and you have to choose wisely where to TP next. If one of the targets in your "chain" doesn't provoke as you thought, your sequence is interrupted. So, at worst you wont even get a single OA/round. Given the sheer amount of resources you wasted on that shtick, that would be a total write-off.


Of course the chain can be broken. The enemy could simply shift, not attack or swing in the air if there are no other allies near it. That is also a measure of success from a controlling point of view. Going Tactical Warpriest also aids that problem to an extent as previously mentioned.



6. Spreading damage is only a good thing, if you can apply heavy control or negate attacks, as well.


The a flail prone + slide on every OA option was brought up earlier, offering you exactly this.



7. Builds that focus on out of turn actions don't fit into the idea of striker optimization/alpha striking.
Sure, you still got a functional Rogue under all that junk, but every proper built Brutal Scoundrel will outperform you in this concern.


No one here mentioned anything about alpha striking being this build's focus, you are only projecting here.



8. I haven't had the time to make a Ninth Legion Student build yet, but the advantages it would have over your build would be
a) focus fire capability (not with his own damage features, but with the damage features of his juiced up strikers)
b) not being a burden for his party due to perma-stealth
c) depends on the exact build i'll chose, but most likely being a fully functional leader|defender


Build what you want. I advertised this flavor of build as being the best at provoking a maximum amount of meaninful OAs per round, certainly at a much higher rate than the one you're talking about. If you see permastealth as a burden for your party, if focus fire is your number one priority and if you want to be a part-time leader, than don't use this build. Doesn't change the fact that it's still the best way to provoke the highest amount of OAs.



Result: Your build is a tenderly made one, which puts nearly all resources into non-focussed damage that could possibly be done out of turn. And therefore being contrary to everything striker op.


On top of the OA mechanic, this is still a fully functionning striker build on standard turns, with multiattacking capabilities and a DPR that exceeds benchmarks. I've seen much worse on the CharOp board, so I guess it must be a compliment that you took the time to come in here and call it "mediocre at best".

Is it guaranteed to do as much damage on a single target as a dual firewind blade Genasi Cleric|Ranger with Shocking Flame? No, but if strict inferiority in that metric is reason enough to throw every other idea out the window than we can just close these CharOp boards and move on with our lives.

What this build offers is a superior method of OA generation. One of the biggest advantages of OAs is that theoretically you could make as many of them in a round as there are monsters. This, as you mentioned, is not always possible in practice. A major part of the interest is in how you tactically position yourself in squares to maximize your likelihood of provoking, weighting it against other situational variables. Perhaps it's not as direct if your main priority is focus fire (something this build does very respectably on its standard turns, though it doesnt overly invest in it), but in certain situations it could easily blow anything else you can come up with out of the water, just as in certain situations your other builds can blow mine out of the water.



..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true">7. Builds that focus on out of turn actions don't fit into the idea of striker optimization/alpha striking.
Sure, you still got a functional Rogue under all that junk, but every proper built Brutal Scoundrel will outperform you in this concern.


No one here mentioned anything about alpha striking being this build's focus, you are only projecting here.



Just to nitpick, that's 'shifting the goalposts', projecting is accusing someone of possessing the same beliefs/qualities that you possess (such as bajat calling other people rude trolls, or when someone is throwing a fit and calls the other person childish)
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.


3. you definitely read Yakuza's OA feature wrong. If you don't have the opportunity of AoE on your turn, it will procc on one enemy at best, and only if this enemy provokes on his turn. Combined with its duration it will have absolutely no impact on your build. And no, the Two-Weapon Flurry swing wont profit from it neither, since it's a free action, no OA. And it has to be made after the OA, so no synergy there.


A decent potential of +9 to hit of and +9 damage on one or two enemies every round isn't too shabby for a theme I'd say.



One enemy. In the best case. Not two (since you didn't pick Path of the Blade you have no single power that encourages spreading damage without a drawback). And only if it is a ranged enemy or a melee enemy that isn't already in melee range.
And it has to be the one you blowed your load on your own turn into, already, so it is most probably dead already.
See the point? 





4. Your build can provoke a lot of OAs on paper, but it wont in practical play. All you get OAs from is movement and ranged attacks. And the board is usually too big, to reach every artillery with your shtick.  
So, basically, there are a lot more "mechanics, that would produce more OAs". And no, they're not about daily or encounter resources.
I mean, even a Ranger|Cleric/Tactical Warpriest with HBO has a better OA mechanic (with less radius but more reliable), without really wasting resources into it, and still remains a fully functional Ranger|Cleric.


The Tactical Warpriest variant of this build has an even better and more reliable OA mechanic. You could even go Rogue|Ranger/Tacticaly Warpriest with this build (a variant I've been working on ) same shtick as my original, but better at drawing OAs than what you're proposing.



5. Your OA routine can easily be dodged and you have to choose wisely where to TP next. If one of the targets in your "chain" doesn't provoke as you thought, your sequence is interrupted. So, at worst you wont even get a single OA/round. Given the sheer amount of resources you wasted on that shtick, that would be a total write-off.


Of course the chain can be broken. The enemy could simply shift, not attack or swing in the air if there are no other allies near it. That is also a measure of success from a controlling point of view. Going Tactical Warpriest also aids that problem to an extent as previously mentioned.



6. Spreading damage is only a good thing, if you can apply heavy control or negate attacks, as well.


The a flail prone + slide on every OA option was brought up earlier, offering you exactly this.



Your main argument is that you have a certain build variant for each situation ready. That argument is pointless. You have ONE build you're playing at a time and this ONE build has to be optimized. Since every one of your variants fixes some issue while creating new ones, they're no practical builds.




7. Builds that focus on out of turn actions don't fit into the idea of striker optimization/alpha striking.
Sure, you still got a functional Rogue under all that junk, but every proper built Brutal Scoundrel will outperform you in this concern.


No one here mentioned anything about alpha striking being this build's focus, you are only projecting here.



A good practical striker is about optimizing his r1-2 potential. You didn't make a defender who justifies the OA shtick with hard control. You made a striker|striker that outsources his main potential to out of his turn. Which is pointless.






Result: Your build is a tenderly made one, which puts nearly all resources into non-focussed damage that could possibly be done out of turn. And therefore being contrary to everything striker op.

 
On top of the OA mechanic, this is still a fully functionning striker build on standard turns, with multiattacking capabilities and a DPR that exceeds benchmarks. I've seen much worse on the CharOp board, so I guess it must be a compliment that you took the time to come in here and call it "mediocre at best".


Is it guaranteed to do as much damage on a single target as a dual firewind blade Genasi Cleric|Ranger with Shocking Flame? No, but if strict inferiority in that metric is reason enough to throw every other idea out the window than we can just close these CharOp boards and move on with our lives. 

What this build offers is a superior method of OA generation. One of the biggest advantages of OAs is that theoretically you could make as many of them in a round as there are monsters. This, as you mentioned, is not always possible in practice. A major part of the interest is in how you tactically position yourself in squares to maximize your likelihood of provoking, weighting it against other situational variables. Perhaps it's not as direct if your main priority is focus fire (something this build does very respectably on its standard turns, though it doesnt overly invest in it), but in certain situations it could easily blow anything else you can come up with out of the water, just as in certain situations your other builds can blow mine out of the water.





"theoretically"...case closed.
And the main priority of EVERY striker should be focus fire. You don't have a choice if you want to play tactically optimized. Only exception being mass AoE striker parties.

I wouldn't have grouched at all. It's basically because you kinda advertised your build as the "next big thing", which it isn't.

Edit: And no, the benchmark you have to hit is not a maxed out Genasi Ranger|Cleric. The benchmark you have to hit is a decent Rogue build. Which you don't.
The "but i hit striker benchmarks with it" argument is pointless, as well. Nearly every Rogue or Ranger can hit those, even if he's crippled by some fancy stuff in the build. 
That's no reason to cripple it in the first place, tho. There's no point in not building a char to its full potential (e.g. Battleminds that pass on BB op).

Oh, and the Tactical Warpriest + Twin Strike + HBO trick "you're working at right now" is common knowledge, yet. That's basically why i mentioned it above. 

You're repeating yourself. I didn't advertise this build as the "next big thing", nor was I aiming for all the things you keep blabbering about. What you call "crippled by some fancy stuff" I call complimented by an interesting and potentially highly rewarding mechanic. My goal was to make a character which could make as many OAs as possible. It's what I did and it's how I've presented and defended this build.


What you're doing coming in here is calling a hot air balloon rider an idiot because he can't go as fast as a airjet pilot. Certainly if you want hard control, there's an option for that which prones a target and slides him multiple squares everytime you hit them with an OA. Your argument is: "BUT YOU DIDN'T BUILD A CONTROLLER! YOU BUILT A STRIKER|STRIKER and have FAILED to MAXIMIZE FOCUS FIRE. YOU'RE SUB-PAR, MEDIOCRE CRIPPLE." I think it's now time for you to post in another thread.


PS: Since you've so snarkly brought it up, what I meant was that I am woring on a Tactical Warpriest/Twin Strike variant to the build I have presented here. One which even by your own standards will improve upon bringing the pain to a single target.