Yeah, Shadow Band is perfect but a bit pricey. It's a shame that Armor of Dark Deeds isn't available on cloth. Although if you are confident that you can get CA every round you could decide to trade in Armor of Faith (+3) and Improved Armor of Faith (+1) for Leather Armor Proficiency (+2) and concealement (effective +2).
Phantom Chaussures are even more perfect for this trick, though, you move three and you have cocealment! Make sure all your powers allow you to move after attacking to create distance (overwhelming strike, boots of adept charging, etc.) and you have a very nice ninja build! You'd have to take Fury's Advance and Soulforge Hammering to make up for your lack of Relentless Stride, Strikebacks, etc. but I think it's a lot of fun to play...
As long as your first stealth check was successful, you'd be hidden from your foe and have CA. If you didn't make the check, then it would break everything up.
We've got a session tonight, with our level 16 characters. I've got Silver Shadow + Persistent tail, with a pretty good stealth. I'm going to try playing it at the table and I'll report back here how it goes.
It may not go well, we are in a quest in the UnderDark.... ...
Howdy. Was gonna report back in about Saturday's session.
We only had 1 encounter the entire night, 6 players showed up for this event.
This tactic seems to work pretty well. I did as I posted a few messages ago, putting Silver Shadow up, OOE on my foe, then on each turn, I'd pop Overwhelming Strike, shift back 1 square, not pull the target to me, then when he'd move, I'll use Persistent Tail to wind up adjacent to him and roll for Stealth.
Note that it worked good for about 3 rounds. With -5's to hit, my foe missed me mostly. Then the DM moved him away, and I got the OA plus CP dmg bonus. Next round, the DM shifted him, and we had a discussion about Censure's grip, which kicks in, because I'm Stealthed, I've got CA. So he couldn't shift. So the rest of the encounter, whenever I used this routine, he'd just have the creature in question try to hit a random adjacent square, with the -5 penalty.
He also had a couple of casters drop AOE stuff on me.
My 19 yr old son is playing a SwordMage, he was using Vanishing Blade to hide as well. I think the DM is not happy with us. So I figure he'll metagame next session (which he has a habit of doing - I had Repulsive Armor +2 from lev5 to lev 12, and all of his creatures had reach 2, when I changed armor, their reach went away) and come up with something that allows his creatures to shift no matter what, or they'll be able to see no matter what.
We'll see how it goes - but the tactic itself seems solid.
Oh, I found/remembered that other Daily Utility besides Silver Shadow that will work too, its:
Cloaked Steps Avenger Utility 6
Shadows cling to you whenever you move, like a lover’s embrace.
DailyDivine, Stance Minor ActionPersonal
Effect: Until the stance ends, if you move more than 2 squares on your turn, you gain concealment until the start of your next turn.
So using Silver Shadow, Cloaked Steps, and Temple of Shadow, you could theoretically do this all day long, as it were. (even though each of these has some limitations) Anyways, all thoughts, suggestions etc welcome.
We'll see how it goes - but the tactic itself seems solid.
This all sounds very encouraging. If you also had had access to covering terrain, the attack-a-random-square tactic wouldn't even had worked because you could alternate between hiding closeby with concealment or some distance away behind cover!
That Cloaked Steps utility is also a nice find! Too bad this all won't work on my own avenger because of the immediate action usage (I have 5 immediate attacks/encounter) because I really like it!
ITEMS Adventurer's Kit, Bloodiron Falchion +6, Runic Starweave Armor +6, Brooch of Vitality +6 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
He takes Student of Artifice early, so that he can start his career with Arcana as a trained skill. Not only does this play up the Arcane/Worshipper of Ioun flavour, it allows him to take Arcane Mutterings at level-2, essentially allowing him to almost auto-succeed on a social challenge once every 5 minutes.
Battle Engineer's encounter and utility power allow for big static bonuses to hit/damage for me and my party, reinforcing the leadership theme.
And with a final Arcana skill of 45, Trick of Knowledge will usually provide me with at least two buffs of my choice. One of which is always going to be +2 to all defenses.
Please note, I used no HoFL or DSCS material for this, as none of my games use them. I also didn't completely kit him out with magic items, just the core elements to showcase the build. Comments and criticism welcome
Looks pretty solid... Why did you go for Shardmind?
A few reasons. One is the +2 to Arcana racial bonus (to take fullest advantage of Arcane Mutterings and Trick of Knowledge), and the +2 Perception bonus never hurts either.
But mostly it's the flavour. His Background Benefit, aside from providing yet another boost to Arcana is actually a core part of his story. He's a member of the Thought Builders, in addition to being a servant of Ioun. He believes that if the clergy of Ioun has access to enough knowledge and magical power, that they will be able to recreate the Living Gate and seal the Far Realm forever. To that end, he joined the Collectors - a sect of Iounites who rummage through ancient ruins and such searching for artifacts and lost knowledge. But he takes a different spin on the Collector's creed.
The way he sees it, the threat from the Far Realm is the paramount concern. Ioun's power holds the breach closed, but who can say how long that will remain true? Besides, the seal is imperfect, as abominations still manage to find their way into this universe. No, a new Living Gate must be created, by any means necessary. He seeks out arcane knowledge and magical items for his clergy, but not in ancient ruins or forgotten tombs. Instead he hunts down spellcasters, particularly the reclusive, secretive type that hoard magic.
Those that hoard magic and knowledge for personal gain are servants of Vecna, in his view. All such things are the rightful property of Ioun, to be studied and researched by all. Only by such collective efforts can the Living Gate be reconstructed. So he has no qualms about taking things by force.
RP-wise, he plays like a mysterious arcanist, always aloof and with his nose in a book. Until he spots a unique magic item, scroll, or spellbook, at which point his vague dreaminess dissapears, and his attention focusses sharply on acquiring it.
I'm not actually joining any new campaigns at the moment, I'm just building characters for fun. Shardy was more an exercise in building a Striker i'd actually enjoy (my preference leans heavily towards defenders). That being said, there's a player in the game I'm running who's thinking of trying his hand at DM'ing, so if that ever takes off Shardy will be my character
And yeah, I know Paragon & Robust have been obsoleted by Improved Defenses. I might end up including Essentials content in the build down the track, we'll see.
Improved Armor of Faith is just a flat +1 to AC whilst wearing cloth/no shield, right? It's still worth taking, in my book. An AC of 49 (including Trick of Knowledge) at level-30 is pretty nice for a striker :D
Minor Action : Oath of Enmity Minor Action : Deliverance of Faith <- 32 tempHP Standard Action : Avenging Shackles (or move towards oath of enmity target)
Immediate Interrupt: Avenger's Resolve <- dr 5 all
Move Action : move towards nearest opponent Minor Action : Channel Endurance <- dr 5 all (assuming Avenger's Resolve hasn't triggered in previous round) Standard Action : Slayer's Gambit, provoke as many opportunity attacks as possible when going towards target. Action Point : Bound By Fate
Assuming 5 non-minion non-brute opponents attacked and hit (level 14 damage output): (3d6+12 - 5) * 5 = 15d6+35 = 50-125 damage [given that this build has 102 + 32 = 134 HP + tempHP, surprisingly this could survive even that much damage)
Assuming 5 minion opponents attacked and hit (22 damage per hit): ( 22 - 5 ) * 5 = 85 damage.
Damage bonus (whether enemy hits or misses): +5 per opportunity attack * 5 = +25 +3 per opportunity attack that hit me * 5 = +15 +6 Power Attack +2 enhancement bonus +2 item bonus +4 Wisdom modifier +4 Painful Oath
====== Created Using Wizards of the Coast D&D Character Builder ====== Ilswind Acebreaker, level 11 Dwarf, Avenger, Relentless Slayer Avenger's Censure: Censure of Retribution Background: Impiltur, Occupation - Zealous Slayer (+2 to Endurance)
FINAL ABILITY SCORES Str 16, Con 18, Dex 9, Int 16, Wis 19, Cha 11.
STARTING ABILITY SCORES Str 13, Con 15, Dex 8, Int 13, Wis 16, Cha 10.
ITEMS Adventurer's Kit, Climber's Kit, Mordenkrad of Oaths Fulfilled +2, Stoneskin Cloth Armor (Basic Clothing) +2, Iron Armbands of Power (heroic tier), Belt of Vigor (heroic tier), Safewing Amulet +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
If I raised INT to 16 and lowered CON to 11, and took Unarmored Agility instead of Swift Recovery, I'd lose out on: * 2 healing surges (13->11) * 4 healing surge value (32->28) * 2 Fortitude * 4 hit points
So instead of having (over the whole day) a total of 508 HP, I'd have 396 HP. In exchange, I'd get: * 3 AC * 1 Reflex * 1 more damage per opportunity attack that hits
If I get attacked by level 14 opponents throughout the day (to hit AC: 14 + 5 = 19, needing a 4 to hit high CON, and a 7 to hit high INT), that means that high CON gets hit 85% of the time, while high INT gets hit 70% of the time. At 22 damage per hit, that means high CON goes down after 24 hits, while high INT goes down after 18 hits. If the 18 hits connect 70% of the time that's almost 26 attacks needed, while if the 24 hits connect 85% of the time, that's 29 attacks needed to him take down. If you add in damage resistance, penalties granted by allies, and tempHP from Stoneskin Robes (among other things like boosting AC to nigh-high levels), the durability of the INT build per encounter is likely better than the CON build, but if he gets hit -- and eventually does get hit, I reckon -- then he's going to have a harder time recovering from that especially when the adventure spans for more than a few encounters (in fact, this was a horrible experience I had with my Dwarf Monk compared to all other strikers in the group at the time; too many times I was the target, in spite of the better-than-usual AC, resulting in 0 surges by encounter 3~4; the Avenger in our group lost the least number of surges simply because he kited his opponents, stayed behind his allies while attacking with his reach weapon, and overall made sure he didn't even get targeted, much less attacked or hit).
In spite of the fact that the INT build would get more damage per opportunity attack that hits, the purpose of high AC is to minimize attacks that hit in the first place; 26 * 4 = 104 damage vs. 29 * 3 = 87 damage bonus gained to oath of enmities over the day, but due to the likelihood of the enemy missing, I'd reckon you'd actually get more like 104 * 70% = 72, while 87 * 85% = 72. Which means either path is doable for the Dwarf Avenger.
Long story short, I'd probably leave the stats alone, although I'm considering raising CON by 1 by level 18 so that by level 21 it'd be 20 CON total (which should give a much higher staying power than an Avenger of much higher INT but far less CON). INT & AC wouldn't be completely ignored of course, just lowered in priority, especially considering that at higher levels it's the non-AC attacks that tend to be more painful... condition-wise especially... so might as well pick up a few of those Superior NADs feats...
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.