Not a completely original idea. I've seen a few people mention these tricks, but i'm combining everything and fleshing it out.
Basic ideas are Revenant, for toughness (you got a large buffer from death). Impaling Spear + Winter/Frost for accuracy (90%) Eldrich Strike + Battering Shield + Polearm Momentum for stickiness (interupt movement with positioning and prone). White Lotus Master Riposte for damage (bad idea to attack you either).
This is a completely item independent build. This is the build with optimium items.
====== Created Using Wizards of the Coast D&D Character Builder ====== level 30 Revenant, Fighter, Kensei, Unyielding Sentinel Stalwart Guardian: Stalwart Guardian (Wisdom) Eldritch Strike: Eldritch Strike Constitution Choose your Race in Life: Half-Elf
FINAL ABILITY SCORES Str 12, Con 30, Dex 18, Int 10, Wis 22, Cha 12.
STARTING ABILITY SCORES Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10.
ITEMS Magic Spear +6, Magic Godplate Armor +6, Heavy Shield, Amulet of Protection +6 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Race: This works as a regular half-elf as well. While you loose a fair bit of toughness that way, you save some feats. Better if you have good leader support.
Stats: You want to start with 18 Con, and need 15 Wis/Dex by paragon. This gives you some room to play. Always boost Con (of course), and the others can be... Dex: More Init and reflex Wis: More Will and Slashing Storm damage Int/Cha: 13 by paragon will allow you to take a better MC arcane feat (anything is better then Adept Dilitantte). MC artificer for a heal is a good option, as is Pact Initiate for a 1/enounter ranged attack.
Items: A few items would certainly help (full item load out here) Frost Weapon could replace Arcane Admxiture, shift some feats down. Rushing Cleats/controling weapon can replace Battering Shield, which means you can go 2-handed (greatspear), or just save a feat. Bonus to saving throws would help keep you safe, and possibly replace (or stack) Resilent Focus. Iron Armbands of Power/dragon shard, would add alot of damage (like 10 each).
Feats can be re-ordered or replaced somewhat: Reserve Maneuver for Come and Get it will help keep get enemies close in the first place (even though you'll miss). White Lotus feats can be taken before frost feats, this will increase you damage earlier, but may encourage enemies to run. Disciple of Death can replace Resilient Focus, depending on how things go. Hindering Shield will help keep people close. Greatspear is a nice option, allowing you hit on a 2 and giving you a damage boost. You'd need a slide booster though.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
General Play: Super Knight plays like most other knights, so tactics are very straight forward. Rush in and get yourself surrounded. Super Knight is just tougher, and more difficult to get away from.
Revenant, Fighter Eldritch Strike: Eldritch Strike Constitution Choose your Race in Life: Half-Elf
STARTING ABILITY SCORES Str 10, Con 18, Dex 13, Int 8, Wis 13, Cha 10. Increase Con every time, one point into Dex to round it off, and the rest into Wis
FEATS Level 1: Melee Training (Constitution) Needed in heroic to hit things Level 2: Spear Expertise Accuracy feat tax, though we may charge on occasion Level 4: Toughness This is really an open slot for now Level 6: Improved Defense feat tax Level 8: Half-Elf Soul Eldritch Strike will soon to be the main attack Level 10: Battering Shield Slide booster for eldritch strike
Super Knight, with 20 AC and 20 Con and the ability to go below 0 for a turn, starts very tough and can very easily tank. It's not very sticky yet, but even a weakened MBA is still a threat, and should get the job done. You can use a longsword for boosted accuracy, but make sure you have a nice spear when you hit 11.
Paragon Path: Kensei Mostly for the accuracy boost, but there are other good PP's (like Iron Vanguard) out there as well.
Level 11: Melee Training -> Versatile Master Our new MBA, we now slide, as well as doing full Con damage Level 11: Polearm Momentum Combined with Battering Shield, Eldritch Strike now knocks prone Level 12: Fierce Vitality Gives us alot more room to take damage Level 14: Impaling Spear Attacking reflex is about a +2 to hit Level 16: Toughness -> Adept Dilettante A prereq. Level 16: Arcane Admixture Eldritch strike now does cold damage Level 18: Lasting Frost Eldrtich strike now applies vulnerability, adding some damage. Level 20: Wintertouched Eldritch strike now gives us CA, making us more accurate
As soon as we hit 11, we become much more sticky, as we slide enemies around ouselves and keep people down. We also become a fair bit harder to kill, being able to stay up longer. We then continue to boost our accuracy till we hit on a 3 to make it even harder to escape.
Epic Destiny: Unyielding Sentinel Con boosts accuracy, Unbreakable helps status effects (and death saves), are the big draws, but the other features are hardly wasted.
Level 21: Ghostly Vitality Big boost to survivability Level 22: White Lotus Riposte A solid damage boost Level 24: White Lotus Master Riposte A huge damage boost Level 26: Slashing Storm Small AOE damage Level 28: Resilent Focus Shake off effects easier, also boost death saves Level 30: Quickened Spellcasting Everyone can use a minor action attack
Ghostly Vitality boost surviveability. Resilent Focus + Unbreakable + Spirit of War prevent most status effects (87.75% at the start of your turn). All that's left is damage, which we can make into something respectable.
Assuming CA (winterfrost/prone) Assuming Vuln (winterfrost) Assuming Poised Assault stance (To hit is importaint). Assuming 2 attacks (WLMR, or Defender's Aura). NOT assuming WLR (slightly too conditional, though 10+5 vuln * .9 = 15 more damage).
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
Question, why Adept Dilletante with maxed Con? Other than that looks solid, and cleverly bypasses the recent change to WLMR since auras don't count as marks.
Seems like a lot of feats focused on the assumption that you'll be operating below 0 hp pretty often. Given that you'll be taking a maximum of 1 move, minor, and standard in that state, I feel that it's a little excessive.
Also, if you're proning people like mad is Wintertouched really necessary? What about polearm gamble, does that work for spears?
Seems like a lot of feats focused on the assumption that you'll be operating below 0 hp pretty often. Given that you'll be taking a maximum of 1 move, minor, and standard in that state, I feel that it's a little excessive.
I'm using 3 feats, Fierce Vitality, Ghostly Vitality, and Dicple of Death (+ Improved Defense). I don't consider it excessive for a defender. Though i could certainly be convinced to replace Diciple of Death with the +2 to all saves, especially since knights get a start-of-turn save.
Also, if you're proning people like mad is Wintertouched really necessary?
Most enemies will stand up before they do anything, so you won't get the CA from Prone (winter also adds damage). Prone is more to stop movement then it is to grant CA. Unless i'm missing a way to get immobilize, which would be better.
What about polearm gamble, does that work for spears?
Yes, polearm gamble works with spears and polearms.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
If you can fit it in, I would recommend taking Reserve Maneuver for Come and Get It. The accuracy and damage are going to be terrible, but you want to get as many enemies in your aura as possible.
If you can fit it in, I would recommend taking Reserve Maneuver for Come and Get It. The accuracy and damage are going to be terrible, but you want to get as many enemies in your aura as possible.
Yea, i mentioned it in variants, it's certinaly possible if you get items, like rushing cleats, but as is, i don't know what i would drop to get it.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.