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Dungeons & Dra.. 4e Character Optim.. Death's Gatekeeper (Make your party "unkillable")
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2 years ago  ::  May 05, 2011 - 8:40AM #21
malisteen
Date Joined: Feb 12, 2004
Posts: 3,033
Holy Schmoly, this his absolutely hilarious.  I'm running a revenant paladin through the tomb of horrors at the moment, but I am so switching over to this mess when / if I can convince our current leader to play a defender instead.


Belts of Sonnlinor Righteousness for everyone!  Battle Standard of Healing, I choose you!

While the build isn't item dependent (and that's awesome), having BoSR for as many party members as possible, and carrying around a BSoH to plant with your first action of every encounter, both have such obvious synergy with the concept that they deserve special mention.
Necromancy: Friendship is Magic

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2 years ago  ::  May 05, 2011 - 9:14AM #22
Sefrit
Date Joined: Aug 27, 2009
Posts: 172
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?
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2 years ago  ::  May 05, 2011 - 9:18AM #23
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,258

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?




Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.

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2 years ago  ::  May 05, 2011 - 9:36AM #24
Sefrit
Date Joined: Aug 27, 2009
Posts: 172

May 5, 2011 -- 9:18AM, Jay_Ibero_911 wrote:

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?




Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.




So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.

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2 years ago  ::  May 05, 2011 - 9:58AM #25
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,258

May 5, 2011 -- 9:36AM, Sefrit wrote:

May 5, 2011 -- 9:18AM, Jay_Ibero_911 wrote:

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?




Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.




So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.




Well that's just a last resort. Afterall, he is a hybrid of 2 leaders with plenty of healing to go around. Plus, by waiting to heal allies until they are below 0, they effectively get more healing than they would by being healed while above 0 since healing starts at 0 regardless of how negative they are.

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2 years ago  ::  May 05, 2011 - 10:52AM #26
mellored
Date Joined: Jul 8, 2008
Posts: 19,719

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?


Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?

So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.


Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?

guides Show
my builds Show

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.
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2 years ago  ::  May 05, 2011 - 11:00AM #27
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,258

May 5, 2011 -- 10:52AM, mellored wrote:

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?


Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?

So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.


Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?




If the rest of the party are Deva's with Upright Revival they'll hardly skip a beat. Rising Hopes will let a dying ally stand and shift when you use ardent surge on them, but requires mantle of clarity and only helps 1/encounter.

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2 years ago  ::  May 05, 2011 - 11:13AM #28
mellored
Date Joined: Jul 8, 2008
Posts: 19,719

May 5, 2011 -- 11:00AM, Jay_Ibero_911 wrote:

May 5, 2011 -- 10:52AM, mellored wrote:

May 5, 2011 -- 9:14AM, Sefrit wrote:

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?


Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?

So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.


Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?




If the rest of the party are Deva's with Upright Revival they'll hardly skip a beat. Rising Hopes will let a dying ally stand and shift when you use ardent surge on them, but requires mantle of clarity and only helps 1/encounter.


Right, deva's.  Add Potent Revival to that list (+2 to hit for the encounter, after you drop below 0).

Hmm... cleric of vecna in a party with fallen angles...

guides Show
my builds Show

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.
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2 years ago  ::  May 05, 2011 - 11:36AM #29
Sefrit
Date Joined: Aug 27, 2009
Posts: 172
You could take powers that grant allies regen while bloodied. I'd guess an ally that is under 0 is still considered bloodied but since they are still concious I think they get the benefit of regen.
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2 years ago  ::  May 05, 2011 - 11:53AM #30
RaizielDragon
Date Joined: May 15, 2009
Posts: 891
@Sefrit: Regen specifically does not work while at 0- HP (unfortunately so for my Revenant Rogue >.>)
Sig Show


Yes, I killed your BBEG with his own lair: Show

Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit.

Mummy pops out of his sarcophagus, initiative:

Felix, Half-Elf Artificer: Twin Strike with crossbow.

Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff.  Mummy fails saving throw, and falls into pit.

Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff.  Free action, drop sarcophagus into square above mummy.  Sarcophagus drops on mummy, shoving him further down into lava.

Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff.  Dies a horrible death with lava permeating every orifice.

Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.



Original CharOpper Show


I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple

I use my own legs as a shield since only upper-body hits matter: +5 defense

I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense

I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN

Ender: The Original CharOpper and Power Gamer.



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Dungeons & Dra.. 4e Character Optim.. Death's Gatekeeper (Make your party "unkillable")
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