He was the chief of his tribe, and his wife was prophetic (some mithral dragon connection). She had visions which always came true, and the tribe prospered from it for a good while, including a non-agression pact and some trading with a town. But slowly over time the visions increased, she started slowly slipping into madness. One day, she sent him off to find a staff. Confused, and worried about her sanity, but still loving her, he went, if only to show his support. When he got to where she said there was a staff as she had said, but there was also a note. The note was from her, and said that if he ever wanted to see her again, he would hold on to the staff, and help some strangers. Suddenly worried, he hurried back to his tribe, only to find the place empty. There where signs of struggle, broken tents, weapons and blood lie on the ground. There where boot marks from the larger races though he did not know which ones, or how many, as well as drag marks from claws he recognized. He tried tracking them, but could not. Having nothing left, he memorized the note, burnt it (as it said to do), and set off, following the directions on the note very carefully, and clutching the staff closely. When he arrived at the time and place, he found the stranger's he was supposed to protect...
While playable as a highly mobile, but otherwise generic battlemind in heroic, this build is really kicks in at 11, and turns awsome at 16-18.
Comboing lot's of shifting powers (blurred speed, shifty), Staff of the Traveler (teleport instead of shift), evermeet warlock (turn invisible when you teleport away), and high stealth (since your invisible), enemies will have no idea where your at.
Once you pick up your planestrider boots (and Mastery of Passage), you'll be shuffling allies around all over the place too.
So your invisible, and hidden, adjacent to a marked enemy. His options are..
1) Guess what square your in, and have very little chance to hit (-5 even if he guesses correctly, and you're still tough). 2) Move toward someone else, which provokes an OA, dazes, and he's done for his turn. 3) Shift toward someone else, which invokes blurred step, you then teleport next to your ally, then teleport him away. 4) Attack someone else, which is at -2, get's mind spiked, and possibly negates the attack anyways.
There's also lot's of good out of combat utility for being stealthy, good theivery, and being able to teleport allies around.
Shunting char-op's standard coloring scheme, I've divided things into 2 colors, Orange, are build requirements and Green, which aren't quite as neccicary, but are still probably a good idea.
Note: Kobold's don't have the same power anymore, so use the half-elf variant.
Class: Battlemind - Blurred Speed adds some major mobility, and mind spike is not reliant on any outside factors. Race: Kobold - stats, stealth, and Shifty (see below for Half-Elf Variant) Background: Silent Hunter - For stealth Paragon Path: Evermeet Warlock - For invisibility, and teleporting allies Epic Destiny: Destined Scion (more accuracy), Thief of Legends (more stealth), Topaz Crusader (more defense), or Master of Moments(more shifting) are all prime options.
Starting Stats: Str 14 Con 16 Dex 14 Int 10 Wis 8 Cha 13 - Con for attack, Dex for stealth, Str for Heavy Blade Opportunist, Cha for MC warlock, Int over Wis so the Evermet daily has an actual use (1 HP will get people concious).
Ending Stats: Str 16 Con 28 Dex 26 Int 12 Wis 10 Cha 15 - Bump Con for attack, Dex for Stealth
Stealth: 42 - You automatically beat everyone's passive perception (except Vecna, which you beat on a 2, but she's got true sight so it doesn't matter) Thievery: 30 - Enough for most traps, and if you fail, your tough and get a +2 racial defense bonus. Endurance: 29 - The only Con based skill. Bluff 22 - Cause it fits, RP wise, and you don't need athletics.
1: Weapon Proficency (Drow Long Knife) - The only 1-handed Heavy Blade a small character can use. 2: Harrying Step - Now we have an off action teleport, though it might be overkill later 4: Versatile Expertise (heavy blade, staff) - Math Fix, or Heavy blade expertise. Though you shouldn't cast or provoking OA's much. 6: Improved Defense - Math Fix, though strictly not neccicaray, since you'll be invisible. 8: Pact Initiate - A prereq,student of malidiction works too, but i prefer thievery over damage. 10: Arcane Implement Proficiency (Staff) - A prereq, To be able to use the staff of the traveler. 11: Heavy Blade Opportunist - They move, they get dazed. 12: Arcane Familar (Arcane Wisp) - Boost stealth and teleports. 14: Secret Stride - We can teleport more then 2 at this time, so we don't want to loose stealth. 16: Skill Focus (Stealth) - To take our stealth over the top, we shouldn't be spotted. 18: Demands Reach - Keep tabs on more people. 20: Lure of Iron - By itself it's not much, but with prescient retaliation, we can negate attacks. 21: Rapid Mind Spike - Now you can use minds spike AND lightning rush. 22: Long Step - Teleport 3 (5 with rings) each shift. 24: Prescient Retaliation - This can negate attacks. 26: Devouring Demand - Annoy even more creatures 28: Superior Will - Powerful feat, even if you shouldn't get hit much (Topaz Crusader's don't need this) 30: Weapon Focus (heavy blade) - More damage is always good.
At-Will 1: Twisting Eye (replaced)- Provides us with early opportunity to hide. 1: World-Slipping Advance (replaced) - Provides us with an early teleport. 3: Lodestone Lure (replaced) - Keeps enemies away from allies, use it on OA's 7: Psionic Speed - Augment 1 will keep us invisible to alot of creatures 13: Intellect Snap - No augment, For OA's, possibly trade it up for Mind of Mirrors if you find you have extra Power Points. 17: Lightning Rush - Augment 2, just incase you don't have someone marked.
Utilities: This many shifting powers may be overkill, however, you do want some. 2: Telepathic Challenge - Nice burst mark, for obvious reasons 6: Evade Explosion - Burst are a weakness, this helps alot. 10: Ghostly Jaunt - Invisible as an approach, plus a solid shift distance. 16: Instant Move - Free action movement, which let's us cover more ground. 22: Indomitable Manuver - Long range shift let's us close in our distant targets.
Staff of the Traveler +1 (lvl 3) - Just for the property so no need to get a higher level one, combo's with Feywild Wake and lot's of shift powers. Sehanine's Mark of the Dark Moon (lvl 3) - Half damage is massive, but as a boon, it may be difficult to get. Doesn't hurt to upgrade if you can. Grayflower Perfume (lvl 10) - Currently, the only way to counter blindsight. Eladrain Ring of Passage (lvl 14) - Teleport will be our main method of movement. Planestrider boots (lvl 18) - Keeps us invisible to alot more people, and combo's with Blurred Step + Mastery of Passage to keep allies away from enemies. Ring of Dimentional Escape (lvl 20) - This brings Shifty up to teleport 5 (Shift 1 + Longstep + Ring + Ring + wisp). Many Fingerd (lvl 20) - You'll eventually have enough for 3 rings. Piwafwi + 6 (lvl 27) - For the stealth boost, we should beat everything now. Mummified Hand (lvl 27) - If you have enough money for 4 rings... Ring of Windows (lvl 28) - Since where teleporting 4-8 times per turn, you could easily block off massive areas.You need to work with your team though, as you could hinder more then help. Rinf of Free Time (lvl 29) - Consider replacing the eladrain ring (you can't wear 5). Feyslaughter Drow Long Knife +6 (lvl 29) - Covers one of the weaknesses. Scorpion Carapace Dragonscale + 6 (lvl 29) - Covers another weakness.
There's still plenty of slot's open, and good things to go in them, like Iron Armbands of Power...
1) Special senses (truesight) - This is mostly countered by items, but even if your spotted, you're still a highly mobilie battlemind. 2) AOE's (auras) - No bonus to defense from being invisible. There's a great boon for this, but again, your a Con based defender. Taking the occasional hit isn't a show stopper. 3) Damage (yours) - You won't be doing much. Even though your likely to get multiple attacks per turn. 4) Keeping track of stuff (meta-game) - A moderate amount of stuff to keep track of. Who are you invisible to? Stealthed from? Have marked? Have dazed?
In case you can't use a kobold, try jmcminn's half-elf alternitiveShow
The downside, loss of a little stealth, 1 Ref (dex, and racial). The upside, d6->d8, 1 Will (Cha).
Othwerise you still have invisibiilty as a minor.
Warning: This build will annoy your DM. Thanks mad_jack for the pic.He was the chief of his tribe, and his wife was prophetic (some mithral dragon connection). She had visions which always came true, and the tribe prospered from it for a good while,
Tiefling + that tailgunner feat + lots of cog crystals = the powerpoints variant. The only problem is adding back in more Shifts to make it worth it. (I haven't the time ... boo real life).
The level 3 Boon can be had, via the level 16 PHB Divination ritual. Just ask the right questions ... like: "Has Sehanine offered the Mark of the Dark Moon boon before?" assume the answer is yes, otherwise it'd have to not exist, or you get to be the first possible q = "Would I be the first?" normally "What do I have to kill to get it?" "How long is it gonna last?" is always a good question. etc ... A mean DM could rather easily keep this at bay, but the ritual is strong enough to cause the DM the have to go dm fiat to stop it.
I'm thinking I like this.Tiefling + that tailgunner feat + lots of cog crystals = the powerpoints variant.The only problem is adding back in more Shifts to make it worth it.(I haven't the time ... boo real life).The level 3 Boon can be had, via the l
Evermeet Warlock is quite possibly the most overpowered PP in the game. =)
It certainly can be, which is why i would feel bad about doing this as a rogue or other high damage build.
But since i only do 1d8+enchantment, with a possible Con +enchantment on OA's, and don't really have any encounter powers, I'll be out damage by a lazer cleric. Unless you count mind spike.
Tiefling + that tailgunner feat + lots of cog crystals = the powerpoints variant.
I don't see any "tailgunner" feat...
Thanks.It certainly can be, which is why i would feel bad about doing this as a rogue or other high damage build. But since i only do 1d8+enchantment, with a possible Con +enchantment on OA's, and don't really have any encounter powers, I'll be out
How necessary are the Planestrider Boots? I know teleporting twice is awesome, but I don't see any protection against tremorsense, and the Lightstep Slippers make you immune to tremorsense
How necessary are the Planestrider Boots? I know teleporting twice is awesome, but I don't see any protection against tremorsense, and the Lightstep Slippers make you immune to tremorsense
First it let's you teleport AWAY from 2x as many squares, which means your invisible to 2x the monsters.
Second, with Master of Passage, if a marked adjacent enemy shifts toward an ally, you can use blurred step to teleport adjacent to the ally, then teleport them away.
I know teleporting twice is awesome, but I don't see any protection against tremorsense, and the Lightstep Slippers make you immune to tremorsense
I got Scorpion Carapace, which while strictly worse, works well enough.
Alot.First it let's you teleport AWAY from 2x as many squares, which means your invisible to 2x the monsters.Second, with Master of Passage, if a marked adjacent enemy shifts toward an ally, you can use blurred step to teleport adjacent to the ally,
This is old I know, but just wanted to add that if your game doesn't allow Kobold or Past Life Kobold, you could also go Half-Elf, and take Fallen Needle (monk) as your dilettante for the movement technique. Versatile Master at 11th replaces WP: Drow Long Knife in the feat list. (use a Long Sword instead since you're no longer small). Prolly take melee training: constitution before 11th (since you also get HBO at 11).
This is old I know, but just wanted to add that if your game doesn't allow Kobold or Past Life Kobold, you could also go Half-Elf, and take Fallen Needle (monk) as your dilettante for the movement technique. Versatile Master at 11th replaces WP: Dro
This is old I know, but just wanted to add that if your game doesn't allow Kobold or Past Life Kobold, you could also go Half-Elf, and take Fallen Needle (monk) as your dilettante for the movement technique. Versatile Master at 11th replaces WP: Drow Long Knife in the feat list. (use a Long Sword instead since you're no longer small). Prolly take melee training: constitution before 11th (since you also get HBO at 11).
Excellent.
Still better to be a kobold IMO (+3 stealth > +1 damage die), but definatly a nice alternative. I'll stick it on the front page.
Also, I do think i took melee training, but it didn't show. Or mabey i just intended to.
Excellent.Still better to be a kobold IMO (+3 stealth > +1 damage die), but definatly a nice alternative. I'll stick it on the front page.Also, I do think i took melee training, but it didn't show. Or mabey i just intended to.
This is old I know, but just wanted to add that if your game doesn't allow Kobold or Past Life Kobold, you could also go Half-Elf, and take Fallen Needle (monk) as your dilettante for the movement technique. Versatile Master at 11th replaces WP: Drow Long Knife in the feat list. (use a Long Sword instead since you're no longer small). Prolly take melee training: constitution before 11th (since you also get HBO at 11).
Excellent.
Still better to be a kobold IMO (+3 stealth > +1 damage die), but definatly a nice alternative. I'll stick it on the front page.
Also, I do think i took melee training, but it didn't show. Or mabey i just intended to.
Oh, Kobold is better for getting started at level 1 too, but half elf is LFR legal, and legal in games that don't allow kobolds. (and avoids the Kobold with normal vision silliness )
Excellent.Still better to be a kobold IMO (+3 stealth > +1 damage die), but definatly a nice alternative. I'll stick it on the front page.Also, I do think i took melee training, but it didn't show. Or mabey i just intended to.[/quote]Oh, Kobold is
This, or death's gatekeeper is going to be my next actual char.
I can tell you this: if I wasn't enjoying my illusionist so much, I'd probably play this just for how cool it is and the loads of fun it can carry with it.
Yea...This, or death's gatekeeper is going to be my next actual char.[/quote]I can tell you this: if I wasn't enjoying my illusionist so much, I'd probably play this just for how cool it is and the loads of fun it can carry with it.
I've got a question. I can't find that monk's falling needle. What is it/where is it?
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.
I've got a question. I can't find that monk's falling needle. What is it/where is it?
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.
Oki, spotted.
I take it that when you gain that discipline you gain the movement technique?
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.[/quote]Oki, spotted.I take it that when you gain that discipline you g
I've got a question. I can't find that monk's falling needle. What is it/where is it?
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.
Oki, spotted.
I take it that when you gain that discipline you gain the movement technique?
The Monk Full Discipline powers are a little odd, but they aren't tied to anything specific like, say the Warlock At-Will powers. If you are taking it with a half-elf, the rules aren't going to concern you since it will be the only Full Discipline power you have. You can check out the Monk handbook here community.wizards.com/go/thread/view/758... if you are curious.
It's actually Fallen Needle, from Dragon 389. If you are looking at it in the Dragon issue, make sure to look at the compiled version, as it was changed from the original article.[/quote]Oki, spotted.I take it that when you gain that discipline you g
Since someone playing the Half-elf version of this is probably playing LFR, what would be a good replacement for Mark of Passage? Anything similar which can be used instead? Anything "not as good" that can be used?
Since someone playing the Half-elf version of this is probably playing LFR, what would be a good replacement for Mark of Passage? Anything similar which can be used instead? Anything "not as good" that can be used?
Since someone playing the Half-elf version of this is probably playing LFR, what would be a good replacement for Mark of Passage? Anything similar which can be used instead? Anything "not as good" that can be used?
I'm not using any dragon marks.... (though they'd certainly be useful).
or did you mean mastery of passage. That's part of the PP.
:confused: I'm not using any dragon marks.... (though they'd certainly be useful).or did you mean mastery of passage. That's part of the PP.
I am building up a Hexblade using this as a framework. So far, the Guardian theme looks promising since it gives some shifting at least once per encounter. The Monk power Five Storms gives Shift 2 as a move action, but I guess having Shift 1 as a Minor and then shifting 1 as a Move action is better since it gives more times to teleport.
I am looking for other powers and items which grant shift (I think I typo'd that somehow a long time ago... fixed it now). The Orb of Nimble Thoughts lets you shift INT modifier squares 1x per encounter and augment 1 to keep the power, so I'll likely grab Orb implement proficiency from somewhere. And, since I am playing as a Half-Elf, I'll be starting as level 11. Not a big deal in LFR, but it means my starting items are limited somewhat.
I am building up a Hexblade using this as a framework. So far, the Guardian theme looks promising since it gives some shifting at least once per encounter. The Monk power Five Storms gives Shift 2 as a move action, but I guess having Shift 1 as a M
ITEMS Staff of the Traveler +1, Scimitar, Ghost Strike Accurate Ki Focus +3, Ghost Strike Ki Focus +3, Summoned Wyvernscale Armor +3, Cloak of Survival +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
This is at level 11 and would be for LFR. Any ideas to tweak it? I used the variant Half-elf build to start. Without having a true minor action shift, I picked up Flowing Defense, which is a stance from Elemental Initiate which allows you to shift 1 square as a minor action. It's a daily utility, unfortunately, but I am trying to find other things to higher level to get those minor action shifts. (I was considering going so far as to PMC Monk to get Fallen Needle, but the feat cost is just too high. I might retrain into it when she gets up to 18 or 20.)
I revisted this idea and came up with Blink, a Pixie Battlemind.Blink
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====== Created Using Wizards of the Coast D&D Character Builder ======Blink, level 11Pixie, Battlemind, Evermeet WarlockBuild: Harrier BattlemindPsionic Study: Persiste