Community

 
Jump Menu:
Post Reply
Page 1 of 3  •  1 2 3 Next
Switch to Forum Live View The Bard Taxi / The Little Red Corvette
2 years ago  ::  Apr 10, 2011 - 7:51PM #1
Thaldryn
Date Joined: Mar 24, 2009
Posts: 148


Build: The Bard Taxi, aka the Little Red Corvette
Class: Bard (Warlock) / Evermeet Warlock / haven't thought about it (Prince of Hell?)
Race: Tiefling or Eladrin for MAXIMUM POWAH, but any +CHA works


Huh?  What is this nonsense? Spoiler: Show

After much coaxing from LDB, Shadowshift and GTG, I finally did a write-up for Sim, the Bard Taxi.  This is the character I use in the Red Mists adventuring company with said three guys.  He performs the 'leader' role within the team, even though the company is actually four strikers.  Maybe there will be some fluff here later.  Maybe.

The bottom line is, nobody can beat this guy at alpha-strike teleportation.   You get in before anyone can do anything, make your team blow a bunch of stuff up, and then you get out.  You also happen to be invisible to just about everyone you engage, but that's a minor detail.


Tactical Niche:
This build is an enabling leader.  You have four primary functions:


  1. Teleport allies directly adjacent  to enemies, so that they don't need to waste move actions.
  2. Grant said allies off-action  attacks, to maximize their positioning advantage
  3. Teleport allies to various  locations within melee, moving them out of dangerous situations  (grabbed, restrained, flanked, etc)
  4. Teleport enemies to various  locations on the battlefield, making them vulnerable to blasts,  bursts, etc


Your core action is the teleport.  The build uses a number of teleport enhancers to change Ethereal Sidestep into a teleport 6+, and utilizes Bard feats to convert slides into teleports that become teleport 6+.  As a teleporter, you are virtually immune to restrained, grabbed, immobilized and slowed.  You rely on the Evermeet Warlock's level 16 power to bring your allies along whenever you teleport.  It makes it so that if you teleport 10 squares, so does your ally.  You can string these teleports to move the entire party into position.  You maximize initiative to allow you to do this first, before any enemies can act.  Combined with your enabling and shutdown attacks, you effectively generate alpha-strike/blitz conditions for your strikers, so that the entire combat can be resolved within 2 rounds.


Also, with your slide powers now teleporting creatures, your Majestic Word  becomes a save-button; your ally spends a healing surge + x, and then teleports  6 squares out of whatever danger they might be in, all without you getting your  hands dirty.


Core Feats/Features:Spoiler: Show


Class: Bard

  • Feat: Bardic Wayfarer → free action teleport whenever you teleport an ally
  • Feat: Walk Among The Fey (paragon) → teleport creatures whenever you would slide them
  • Feat: Arcane Familiar (Arcane Wisp / Dimensional Pet) → +1 to teleports

Path: Evermeet Warlock
  • Feat: Pact Initiate (Warlock Multiclass) → enables the Warlock PP
  • Feat: Acolyte Power (Ethereal Sidestep (level 10)) → grants teleport as an at-will move action
  • Feature: Feywild Wake (level 11) → become invisible to enemies you teleport away from, so you can muck around in melee
  • Feature: Mercurial Action (level 11) → extra move action to teleport more allies on top of AP
  • Feature: Mastery of Passage (level 16) → take an ally with you whenever you teleport, so long as it's less than 10 squares

General:
  • Feat: Improved Initiative → maximize your initiative so that your team can get into position before the enemy can act
  • Feat: Danger Sense (paragon) → maximize your initiative so that your team can get into position before the enemy can act; couples well with Baldric of Time (paragon)


Core Powers:Spoiler: Show
     
  • Staggering Note (level 1) – enabling power, allows allies to make off-action attacks
  • Blunder (level 1 enc) – positioning/enabling power, like staggering note but you teleport the enemy where you want him first
  • Impelling Force (level 3) –  positioning power, teleport the enemy adjacent to an ally
  • Song of Discord (level 5) – shutdown power, make the enemy provoke off-action attacks
  • Allegro (level 6) – positioning power, teleport the entire party ala the warlord catapult
  • Drums of the Wild Hunt (level 7) – positioning power, teleport your party adjacent to enemies, only useful til level 16.  at 16 replace with Rhyme of the Bloodseeking Blade or some other off-action
  • Ethereal Sidestep (level 10, warlock) - grants teleport as an at-will move action
  • Whispers of the Dream King (level 15) – shutdown power, knock an enemy unconscious for a coup.  Best mixed with Haste and a Ranger with Blade Cascade.
  • Haste (level 16) – someone (maybe you) gets a standard; you just have to pay with a minor action.
  • Balance of Fortune (level 17) – the next sequence of attacks by your allies get +1d4 to hit; best used as prelude to an alpha-strike maneuver (see two examples below)


Core Items:Spoiler: Show

  • Rubicant Blade (level 8) → +1 to teleports
  • Cloak of Translocation (level 9) → +2 AC and reflex when you teleport, which is always
  • Incisive Dagger (level 9) → +enhancement(!) to teleports
  • Helm of Heroes (level 10) → as daily, convert a free basic attack into a standard action
  • Gloves of Dimensional Repulsion (level 14) → +2 to teleports on anything but yourself
  • Ring of Retreat (level 17) → +1 to teleports
  • Planestrider Boots (level 18) → allows you to split your truly fearsome teleports (15 squares+) into two teleports, which you can chain to bring an ally along the entire distance, or to swap the position of the squishy (who's in a bad place) and defender (who wants to be in the bad place)
  • Ring of Dimensional Escape (level 20) -> +1 to teleports

Synergistic Items (optional):

  • Baldric of Time (paragon) → extra standard action when you crit on initiative (via Danger Sense)
  • Dice of Auspicious Fortune (paragon) → ensure that your daily power, Whispers of the Dream King, hits so that your ranger can do that 5-hit coup-de-grace
  • Eldritch Panoply, 2 items (level 20) →   gain an additional teleport as a minor action, if you have nothing better to do with the slots (feet, weapon, neck, arms, hands)

At level 16 with all recommended items at +3:
Arcane Familiar, Rubicant Blade, Incisive Dagger, Gloves of Dimensional Repulsion: +5 to teleports for you, +7 for others =
  • teleport 6 sq with ethereal side    step
  • teleport 8 sq with majestic word
  • teleport party 9 sq with allegro
  • teleport self 10 sq and three    allies 12 sq with rubicant blade daily power

At level 20 with all recommended items at +4:
Arcane Familiar, Rubicant Blade, Incisive Dagger, Planestrider Boots, Ring of Retreat, Ring of Dimensional Escape: +8 to teleports =
  • teleport 9 with ethereal side   step
  • teleport 11 with majestic word
  • teleport party 12 sq with allegro
  • teleport self 10 sq and three   allies 15 sq with rubicant blade daily power


Why This Build is Powerful: Spoiler: Show


This build might not seem like much.  You don't really attack; you just move people around a lot.  The best thing I can do is to provide an anecdote.


At level 18, you'll have something like +19 initiative.  With Danger Sense, you can expect to have around a 35 initiative; so you're probably moving before the monsters.  Your party of melee strikers is 13 squares away from the solo – just out of charge range.


Here's a typical opening maneuver for you:


  1. [minor]  Allegro @11sq.  Teleport the entire party 11 squares.
  2. [free] Bardic  Wayfarer @8sq.  Split the teleport into two 4 square teleports,  putting one of your allies into flanking position behind the bad  guy, and then teleport back to your party.  You are now invisible to  this solo.
  3. [move]  Ethereal Sidestep @8sq.  Do the same as above, with your other  striker.  Now both are in flank.
  4. [action  point] Gain an additional move and standard.
  5. [standard]  Balance of Fortune.  Until the end of your next turn, any ally who  makes an attack versus this solo gets +1d4 to each attack roll.
  6. [standard-AP]  Whispers of the Dream King.  Use your Dice of Auspicious Fortune to  guarantee a hit or various rerolls to ensure a hit.  The solo falls  unconscious (save ends, though he gets a save when he takes damage)
  7. [move-AP]  Convert to a minor to use Haste.  Give it to your Ranger, who has  Blade Cascade and is in flank against the unconscious solo.
  8. Watch as the  Ranger does a 5-hit coup-de-grace for 250+ damage, before he has  even taken his own turn.  The solo might wake up in the middle, but  since Blade Cascade is a single power, every hit is a crit.
  9. Let your to strikers actually take their turns, starting off in flanking   position and with +1d4 to each attack roll they make.



Maneuvers:Spoiler: Show


'Queen' Maneuver (@level 16):
Rubicant Blade (move) → action point (+move, +standard) → Dominate (standard) → Staggering Note + Helm of Heroes daily power (standard), 1 additional minor action, 1 additional move action, 1 additional free teleport (from bardic wayfarer)

Effect: Use the Rubicant Blade to move yourself + 3 allies (2 from the blade, 1 from your evermeet feature) 10 squares adjacent to the enemy.  Dominate the enemy.  Use Staggering Note + Helm of Heroes to give your heaviest hitter a standard action.  If the enemy is still alive on his turn, have him run around in a circle to provoke from all your allies, who now surround him.  You still have two teleports if any allies need to move a bit further.  You can use Planestriders as a move and the Incisive Dagger as a minor if you need to move two more allies 8 more squares.

'King' Maneuver (@level 17):
Allegro (minor) → Balance of Fortune (standard) → action point (+move, +standard) → Whispers of the Dream King (standard) → Haste (move->minor), 1 additional move action (from action point), 1 additional free teleport (from Bardic Wayfarer.)

Effect: Use Allegro to teleport your party 8 squares adjacent to the enemy, use Whispers of the Dream King to knock the enemy unconscious.  Use Haste to grant your ranger a terrible standard action (such as Blade Cascade for 5 coup-de-grace attacks.)  All of your allies' attacks against this enemy get +1d4 to hit from the Balance of Fortune.  You still have two teleports if any allies need to move a bit further.  You can use the Planestrider Boots if an ally needs to move 10 more squares.

'Joker' Maneuver / Teleport Nova (@level 20):
Allegro (minor) → Planestriders (move) → Incisive Dagger daily (std->minor) → Action Point (+move, +standard) → Rubicant Blade (move) → Ethereal Sidestep (std->move) → Bardic Wayfarer (free).

Effect: 10 (party) + 18 + 18 + 13 (party) + 9 + 9 = 77 squares of teleportation as 6 actions.  Teleport the entire party 23 squares and utilize your other 4 teleport actions (broken up with the planestriders) to move allies or say, hostages, in or out of danger.


The Build:Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Sim (Bard|Monk), level 20
Changeling, Bard|Monk, Evermeet Warlock
Hybrid Bard: Hybrid Bard Reflex
Monastic Tradition (Hybrid): Iron Soul (Hybrid)
Hybrid Monk: Hybrid Monk Reflex
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Ki Focuses)
Pact Initiate: Pact Initiate (fey pact)
Background: High Imaskar (High Imaskar Benefit)
FINAL ABILITY SCORES
Str 10, Con 14, Dex 23, Int 11, Wis 11, Cha 23.

STARTING ABILITY SCORES
Str 9, Con 13, Dex 16, Int 10, Wis 10, Cha 16.


AC: 33 Fort: 29 Reflex: 33 Will: 32
HP: 121 Surges: 9 Surge Value: 30

TRAINED SKILLS
Acrobatics +21, Thievery +21, Diplomacy +21, Bluff +23, Arcana +15

UNTRAINED SKILLS
Dungeoneering +11, Endurance +13, Heal +11, History +11, Insight +13, Intimidate +17, Nature +11, Perception +11, Religion +11, Stealth +19, Streetwise +17, Athletics +11

FEATS
Level 1: Improved Defenses
Level 2: Unarmored Agility
Level 4: Improved Initiative
Level 6: Versatile Expertise
Level 8: Pact Initiate
Level 10: Acolyte Power
Level 11: Superior Implement Training (Accurate dagger)
Level 12: Walk Among the Fey
Level 14: Danger Sense
Level 16: Arcane Familiar
Level 18: Bardic Wayfarer
Level 20: Starblade Flurry

POWERS
Hybrid at-will 1: Five Storms
Hybrid at-will 1: Staggering Note
Hybrid encounter 1: Open the Gate of Battle
Hybrid daily 1: Stunning Palm
Hybrid utility 2: Agile Recovery
Hybrid encounter 3: Impelling Force
Hybrid daily 5: Song of Discord
Hybrid utility 6: Allegro
Hybrid encounter 7: Drums of the Wild Hunt (retrained to Rhyme of the Blood-Seeking Blade at Level 16)
Hybrid daily 9: Crane Dance
Hybrid utility 10: Spring Up (replaced by Ethereal Sidestep Acolyte Power)
Hybrid encounter 13: Furious Bull (replaces Open the Gate of Battle)
Hybrid daily 15: Whispers of the Dream King (replaces Crane Dance)
Hybrid utility 16: Haste
Hybrid encounter 17: Balance of Fortune (replaces Impelling Force)
Hybrid daily 19: Stunning Palm (replaces Stunning Palm)

ITEMS
Thieves' Tools, Adventurer's Kit, Resplendent Studded White Gloves, Couatl-Feathered Fedora of Heroes, Potion of Healing (heroic tier) (2), Exodus Butter-Knife (paragon tier), Backup Guitar (Vistani Buzuq) +2, Siberys Shard of the Mage (paragon tier), Rubicant Guitar (Club) +3, Ring of the Rockstar Emperor (paragon tier), Glimmering Silver Translocation Cloak +3, Knee-High Planestriders, Dice of Auspicious Fortune (paragon tier), Solitaire (Citrine) (paragon tier), Cascading Strikes Accurate Ki Focus +4, Shimmering Feyweave Threads +4, Belt of the Witch King (paragon tier), Incisive Accurate Guitar Pick (Dagger) +4, Ring of Dimensional Escape (paragon tier), Wand of You-Can-Do-It! (Aptitude) +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Wait a minute.  Wtf?: Spoiler: Show

You might be looking at the following build and wondering, why is the build a Changeling Monk|Bard hybrid instead of a Tiefling Bard?  It's less powerful! And you'd be right.  I'm too lazy to do a build out of the pure Bard proof-of-concept.  Instead, what you see is my first LFR character, Sim.  The variant you see above uses the Monk portion to double as a multi-target striker for situations where you need to deal with swarms or artillery who won't come out from the backfield.  (This is only a problem before level 16, when you can only go places by yourself.  After level 16, you bring the entire party to surround the artillery.)

You'll note that with the build, none of my daily powers actually do any damage.  They're all powers designed to cripple: Stunning Palm, Song of Discord, Whispers of the Dream King.  I couple those powers with the Dice of Auspicious Fortune and the Cascading Strikes Ki Focus to ensure a hit and shift the momentum of the combat.  (Usually Stunning Palm just remains in stance mode so that I'm immune to daze and stun.)

I also use Inspire Competence with the Wand of Aptitude, instead of having Allegro (this isn't reflected in the build), because team Red Mist is terrible at Skill Challenges.

The main reason you see this combination though, is because Monks and Bards have mutually exclusive alignment restrictions in 3.5, and I've always wanted to make a Bard/Monk.

What? No synergy you say? Horrible stat combination, you say?  LA LA LA I'M NOT LISTENING LA LA LA



My Char-Op Contribution: The Bard Taxi / Little Red Corvette
Quick Reply
Cancel
2 years ago  ::  Apr 10, 2011 - 7:57PM #2
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
Finally up and running!

Having played with this build in LFR for quite some time, let me tell you - it is an absolute beast.
Quick Reply
Cancel
2 years ago  ::  Apr 10, 2011 - 9:18PM #3
Roofshadow
Date Joined: Feb 11, 2009
Posts: 246
This... is hilarious, and amazingly flavorful (love your renamed 'fabulous' magical items).
Quick Reply
Cancel
2 years ago  ::  Apr 10, 2011 - 9:59PM #4
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979
I've not had the chance to play with this particular taxi, but a guy in our group plays a Warlock/Bard Taxi. (uses a Rod to get an effective pact boon of "all monsters teleport exactly where we want them")  And they can be very very handy teammates.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 6:31AM #5
raleel
Date Joined: Aug 19, 2007
Posts: 845
I sent this to our bard player. I'm excited to see how we can make use of it. As I am playing a heavily enabling warlord, I'm imagining that the other players arms will get tired of rolling by the end of Bard Taxi and Bravelord.
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 8:42AM #6
Scatterbrained
Date Joined: Aug 31, 2009
Posts: 2,585
I also play a build with some of these tricks and will say it is definitely a blast to play.  This guy takes it to a whole other level though - nice work.
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 9:13AM #7
Kerrus
  • Dragon Slayer
Date Joined: Jan 29, 2008
Posts: 1,428
Out of curiosity, does the incisive dagger only work for when you teleport yourself, or any teleport you produce?
Oh Content, where art thou?
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 1:19PM #8
Thaldryn
Date Joined: Mar 24, 2009
Posts: 148
By my understanding, it applies to any teleportation generated via a power.  The only teleport in here that doesn't come from a power is the free-action one granted by the Bardic Wayfarer feat, so I guess the dagger doesn't apply to that one.  Everything else is power-based, though.
My Char-Op Contribution: The Bard Taxi / Little Red Corvette
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 1:36PM #9
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979
Property: When you use a teleportation power, the distance you can teleport increases by a number of squares equal to the dagger’s enhancement bonus.


Problamatic wording bolded.

Maybe it refers to you, the power user, and allows you to shove other creatures further?  Maybe it just refers to powers that teleport yourself?
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
Quick Reply
Cancel
2 years ago  ::  Apr 11, 2011 - 1:43PM #10
Kerrus
  • Dragon Slayer
Date Joined: Jan 29, 2008
Posts: 1,428
But the question is, does that mean:

The distance you can teleport [Yourself]
The distance you can teleport [The target of a teleportation power]

?
Oh Content, where art thou?
Quick Reply
Cancel
Page 1 of 3  •  1 2 3 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing