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Dungeons & Dra.. 4e Character Optim.. Death's Gatekeeper (Make your party "unkillable")
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2 years ago  ::  May 01, 2011 - 2:11PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,482


You do not pass though the gates of death without my persission.


Make your entire party "unkillable" @ level 11 (and somewhat difficult to kill from level 1).

the trick Show

1) Unnatrual Mantle keeps allies concious while below 0.*
2) Enough bonuses to Death Saving Throws to prevent them from failing (+9 @ lvl 11).
3) Assured Healing let's you bring someone to back from negitives to positives at-will (unless you hit).
4) Plenty of encounter/daily based healing options, for when more then 1 person is below 0, or you hit with astral seal.
5) If no one needs healing, you can grant attacks.
6) Gain Extra minons, err, i mean allies to do your bidding.**

*Note that there's some rule's abiguity on what the "first death save" means.  CS has ruled that it means each time you drop below 0.  Other readings increase the time your allies spend unconcious, but you should still prevent people from dying.

** More rules issues with how Unnatrual Mantle works with monsters-that-are-allies.  I assume it doesn't, but it's possible to read it as game breaking "never die while close to you" minions, since nothing say's monsters make death saves, or die at negitive bloodied.


Item indepenant, but a bonus/reroll to death saves would is suggested.  (you have +7 without items).

Note that you arn't proficenct in plate, but your intentionally taking a penalty to attacks (or at least 1 of them), and the AC is nice.

There are a few open feats for expertise if don't like "lazy" builds, or want to cutomize it a bit.

The theme, assured healing, and your base minors, will likely be enough healing for most parties, (unless they are all defenseless strikers).  So there's plenty of room for custimizing powers as well.

full build Show

Note that at level 6, you take Templar's Domain for Sun Domain (+2 to everone's DST).  For some reaons, the builder won't list it.

====== Created Using Wizards of the Coast D&D Character Builder ======
Death's Gatekeeper, level 30
Revenant, Ardent/Cleric, Zealous Demagogue, Topaz Crusader
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Cleric Option: Healer's Lore
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Bound to Greatness Option: Charisma
Choose your Race in Life: Dwarf
Wandering Duelist (Wandering Duelist Benefit)
Theme: Knight Hospitaler

FINAL ABILITY SCORES
STR 10, CON 22, DEX 14, INT 16, WIS 15, CHA 28

STARTING ABILITY SCORES
STR 8, CON 14, DEX 10, INT 14, WIS 13, CHA 16


AC: 48 Fort: 43 Ref: 37 Will: 46
HP: 179 Surges: 13 Surge Value: 44

TRAINED SKILLS
Arcana +29, Bluff +29, Insight +24, Intimidate +47

UNTRAINED SKILLS
Acrobatics +15, Athletics +13, Diplomacy +26, Dungeoneering +17, Endurance +21, Heal +19, History +18, Nature +17, Perception +17, Religion +18, Stealth +15, Streetwise +24, Thievery +15

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Revenant Utility: Dark Reaping
Ardent Feature: Ardent Surge
Cleric Utility: Healing Word
Dwarf Racial Power: Dwarven Resilience
Cleric Attack 1: Astral Seal
Cleric Utility 2: Return from Death's Door
Cleric Attack 5: Servitude in Death
Ardent Utility 6: Mend Wounds
Ardent Attack 7: Forward-Thinking Cut
Cleric Utility 10: Recall Ally
Zealous Demagogue Attack 11: Fanatic Charge
Zealous Demagogue Utility 12: Imperiled Leader
Ardent Utility 16: Mental Rejuvenation
Cleric Attack 17: Life-Stealing Light
Cleric Attack 19: Shackles of the Grave
Zealous Demagogue Attack 20: Sudden Conversion
Cleric Utility 22: Revive
Ardent Attack 23: Revelatory Slash
Topaz Crusader Utility 26: Topaz Corona

FEATS
Level 1: Unnatural Mantle
Level 2: Harbinger of Rebirth
Level 8: Disciple of Death
Level 10: Bardic Ritualist
Level 10: Ritual Caster
Level 11: Assured Healing
Level 12: Widened Mantle
Level 14: Bolstering Wind
Level 16: Past Soul
Level 18: Improved Defenses
Level 20: Mantle of Caution
Level 21: Ghostly Vitality
Level 21: Icon of Hope
Level 22: Death's Blessing
Level 24: Stormhawk's Vengeance
Level 26: Shield the Fallen
Level 28: Skill Focus (Intimidate)
Level 30: Arcane Familiar

ITEMS
Periapt of Recovery +6 x1
Verve Plate Armor +6 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Ritual Book
Kingslayer's Curse - Fearsome Reputation
Ring of Circling Fangs x2
Iron of Spite x1
Chieftain's Trident +1 x1
Boots of Teleportation x1
Battle Standard of Healing
Gloves of the Healer (epic tier) x1
Singing stick of Healing +6 x1
Symbol of Victory +2 x1
Bracers of Mental Might x1
Tattoo of Bloodied Chains (epic tier) x1
====== End ====== 


heroic breakdown Show

STR 8, CON 14, DEX 12, INT 14, WIS 13, CHA 18 

You actually have alot of fexibility with the stats since you don't "need" to attack.  You only need 13 Cha to have positive Assured Healing, and 13 Wis for Diciple of Death.  You also want a to keep either Wis or Str minimum.  Depending on weather you want to use Astral Seal, or Recovery Strike.  Astral seal has range, but recovery strike is less accurate (vs AC), and let's you pump Wis for healing more effects.

Personally I keep Cha up to use social skills (intimidate), Con for toughness, and a little Int for Bardic Ritualist.

Theme:
Knight Hospitiliter:                  Normaly interups > reaction. are better, and Wis isn't that much healing.  But it's perfect for this build.  Someone drops from 10 to -20, then you bump them back to 4.

Powers:
At-Will:
Ire Strike (retrain @ 23)           What you do when no one needs healed (save 1 PP).
Astral Seal / Recovery Strike    Not much use till level 11.

Encounter:
Power Points (lvl 1):                 You need 1 for your mantle to work, so take the PP hybrid option.
Prophetic Guidance (lvl 3, retrain @ 17):   A nice set-up power for your allies, but really anything can go here.
Forward Thinking Cut (lvl 7):    Augment 2 grants 2 attacks.  Possibly let's you charge (save 1 PP).

Dailies:  I'm including both "free attack" (mostly ardent) and "healing*" ones(mostly cleric).  You can mix and match depending on your group.
*Moment of Glory (1):              "I win" at low levels.
Implant Suggestion (1):           Not amazing, you need an ardent power.
*Consecrated Ground (5):       "I win" at any level.
Passage of Swords (9):            Lot's of extra attacks, if everyone is clumped.
Spacial Anomoly (9):                 Extra attacks, with easier positioning.

Utility:
Return From Death's Door (lvl 2):   1/day emergency heal.  Usefull even at high levels with range 20.
Mend Wounds (lvl 6):                     An extra surge for someone.
Recall Ally (lvl 10):                          Helps keep people within 5 of you.

Level 1: Unnatural Mantle        The core feat we abuse (save 1 PP).
Level 2: Harbinger of Rebirth   The biggest boost to Death Saving Throws we can give.
Level 4: Superior Will (retrain @21) Gives yourself a chance to keep actions.
Level 6: Templar's Domain       +2 more, for you and your allies.
Level 8: Diciple of Death          Save a bit of your own skin.
Level 10: Bardic Ritualist          Cause i want rituals.  But really this is open.


paragon breakdown Show
 
PP options:  

Zealous Demagogue:  +1 to (death) saves, attacks, and defenses.  Nice enounter, and utlity too.  The daily is a bit lackluster without Wis, but at least it's worth the action.  Note that you need to wait for icon of hope to give +9 to death saves (or allies can get +1 on their own).

Voice of Thunder (bard): For the +2 to Death Saves.  The AP feature is useful with some of your daily zones, and the daily can be used to kill minions.  It's possible to use the encounter as well.  The level 16 feature is pretty much useless.

If you can convince your allies to wear a periphat of recovery or verve armor (they don't need both), there are better PP's to take, such as catalyst or divine oracle.



Powers:
Encounter:
Life-Stealing Light (17)             You can miss a few enemies at once, thus heal a few allies at once.

Daily:
Servitued in Death (15):          More minions = more people to grant attacks to.
*Aura of Astral Radiance:         If you want a second "i win" button.
Shackles of the Grave (19):      Harder to get the one you want, but you can heal it.
*Uconquerable/Indombitable Spirit (19):   Another mass surgeless heal.
Beacon of Doom (19):               One of the few cleric powers to grant attacks.
Reactive Jaunt (19):                  Grant's YOU attacks, but should happen pretty often.

Utility:
Mental Rejuviation (16):            Large area mass surgless heal.

Feats:
Level 11: Assured Healing        Combo with Astral Seal/Recovery Strike for "at-will" surgeless healing.
Level 12: Widened Mantle        Allies within 10 stay up, though they can fail DSTs at that range (encourage them to move closer).
Level 14: Mantle of Caution      Help your allies avoid status effects.
Level 16: Bolstering Wind         A burst 10 encounter surgeless heal (well surgless for your allies).
Level 18: Past Soul                   Combo's with the above, and the reason your a dwarf.
Level 20: Improved Defenses   Help avoid some status effects.


Epic breakdown Show

ED: Topaz Crusader, taken for the immunity to alot of effects, including daze.  The level 30 feature shouldn't come into play much, since you always want to keep 1 PP.

Powers:
At-Will:
Revelatory Strike(23):                A range upgrade for Ire Strike.

Daily:
*Bountiful Portent(25):              Even more mass surgeless healing, but from your ardent half.
Violent Spark (29):                     Easier to manage then Passage of Swords.
*Breath of the Stars (29):          A final mass surgeless heal.

Util
Revive(22):                                Cause sometimes a brute will crit a wizard

Level 21: Ghostly Vitality            To ensure you don't die.
Level 21: Icon of Hope               Small bonus, but good range.
Level 22: Stormhawk's Vengeance  Hurt me, i dare you.
Level 24: Shield the Fallen          Good bonus, but small range.
Level 26-30: ???                         Open for whatever, like expertise, shared healing, death's blessing or intimidate.


heals Show

Astral Seal: Standard, you need to miss.

Healing Word: Surge, heals everyone else with battle standard of healing.
Ardent Surge: Surge, heals everyone else with battle standard of healing.
Second Wind: Surge for yourself, heals everyone in the aura.
Hospitaliter: reaction, to someone dropping below 0.
Hospitaliter: reaction, to someone dropping below 0 (second use).
Life-Stealing Light: Standard, heals for each enemy you miss in the burst.

Return from death's door: Surge, Immidiate.
Mend Wounds: Surge value.
Mental Rejuviation: Surge value for all, or 2x surge value for 1 , standard
Revive: 2xSurge value, standard, works on dead people
Topaz Corona: regen 19 for all.


a few things to encurage your allies to... Show

Be a minotaur (free attacks)
Be a dragonborn (+1 to hit)
Be a deva (Potent Rebirth, Upright revival)
Take the Iron Wolf theme (free attacks)
Take agile recovery, or acrobat boots (for the occasional, brief unconciousness).
Take Stormhawk Vengence (free damage)
Take Wrath of Defeat (free attack).
Use Belt of Sonnlinor's Rightouness (awsome resist)
Use a battlecrazed weapon (bonus damage)
Or any other "while bloodied" or "when droped below 0" thing.
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 04, 2011 - 12:06PM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,482
It's not so much that she's evil (though not entirely good), but she started out as an undertaker and taxadermist, who got into necromancy to help preserve the bodies, or to let someone say a final few words, or to have a favorit pet wag it's tail.  This was well recived, and she was happy to help consol people (not upset about the coin she made either).  She actually had a few nobles set up arrangements for how they wanted to be when they died.  She thought them pompus, but the coin was good, so why not?  She spent more time researching and developing her techniques.

Then, one night she awoke to a sudden pain across her throat.  Waking up she saw a man holding a razor standing above her.  The razor and her neck where covered by something wet and sticky.  She could see the emblem of the raven queen tatoo'd on his face and printed on his cloak.  As the blood started to soak her shirt, the man smiled, and silently slipped out the window.  As panic slowly enveloped her, she scrambled to find a way to survive, but darkness encroached too quickly.

Somewhere in the darkness a door opened, and the raven queen stood behind it, with a cold smile on her face.  "You are dead" the queen said coldly "You are mine".
"No". She heared herself say with surprising calm, "I will never be yours", and she slammed the door shut, pressing herself against it to keep it closed.
"You cannot wait forever" the queen said with some annoyance.
"Neither can you" she replied, as she started to worked her magic to animated her body.
"I am the queen of the dead" she laughed "of course i can".
"Then i will remove you from the throne" she fearfully retorted, struggling to keep the small pieces of her body alive, and quickly replacing those that failed.
"You don't have a fraction of the power to do so" the queen said in anger.
"Then i will find someone who can" she replied.  Leaving the door and the darkness behind before the queen could reply.

She awoke in her bed, he body cold, and the blood dried.  It was near sunset, but day's or even weeks could of passed.  Eventually she knew she would be discovered by the raven queens followers again.  So she gathered what she could, put someone else corpse in her bed, set fire to her place, and ran.

Her name, is Vecna. 
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 04, 2011 - 12:58PM #3
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,235
Couldn't you take Templar's Domain feat to swap your healer's lore for the sun domain feature granting yourself and allies and additional +2 to death saves?
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2 years ago  ::  May 04, 2011 - 1:01PM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,482

May 4, 2011 -- 12:58PM, Jay_Ibero_911 wrote:

Couldn't you take Templar's Domain feat to swap your healer's lore for the sun domain feature granting yourself and allies and additional +2 to death saves?


I am, @ level 6.

Which gives the party 5 (harbringer of rebirth), 2 (sun domain), 2 (voice to wake the dead) = +9

And she has 5 (diciple of death), 2 (sun domain), = +7  she needs to pick up the last 2 from verve armor, or perhiphat of recovery.

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 04, 2011 - 2:46PM #5
Theziner
Date Joined: Jun 8, 2008
Posts: 637
This is a nasty trick to pull on a DM. I love it.
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2 years ago  ::  May 04, 2011 - 3:18PM #6
mellored
Date Joined: Jul 8, 2008
Posts: 19,482

May 4, 2011 -- 2:46PM, Theziner wrote:

This is a nasty trick to pull on a DM. I love it.


It's even nastier to pull on your allies.

Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"
Ally ", now i'm at -15 and unconcious, your a really crappy team player"
You "Your still concious "
Ally "What?"
You "Are you within 5 squares of me?"
Ally "Yes"
You "Then your still concious"
Ally "....."
GM "Roll your Death save"
Ally "2, so i fail"
You "+9"
Ally "What?
You "You get +9 to death saves"
Ally "...."
You ""
Ally "...."
You "I rolled a 15, so 20 vs reflex"
Ally "You only have a +5 to hit?!?!?"
You "Of course"
DM "Not even close"
You "You gain 6HP"
Ally "..."
You ""
Ally "... i hate you..." 

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 04, 2011 - 9:00PM #7
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825

May 4, 2011 -- 3:18PM, mellored wrote:


Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"



I love it. =)

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2 years ago  ::  May 04, 2011 - 9:42PM #8
Kryx
Date Joined: Apr 9, 2006
Posts: 691

May 4, 2011 -- 3:18PM, mellored wrote:

May 4, 2011 -- 2:46PM, Theziner wrote:

This is a nasty trick to pull on a DM. I love it.


It's even nastier to pull on your allies.

Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"
Ally ", now i'm at -15 and unconcious, your a really crappy team player"
You "Your still concious "
Ally "What?"
You "Are you within 5 squares of me?"
Ally "Yes"
You "Then your still concious"
Ally "....."
GM "Roll your Death save"
Ally "2, so i fail"
You "+9"
Ally "What?
You "You get +9 to death saves"
Ally "...."
You ""
Ally "...."
You "I rolled a 15, so 20 vs reflex"
Ally "You only have a +5 to hit?!?!?"
You "Of course"
DM "Not even close"
You "You gain 6HP"
Ally "..."
You ""
Ally "... i hate you..." 



this is the funniest DnD convo I've ever heard :D

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2 years ago  ::  May 04, 2011 - 9:52PM #9
zelink551
Date Joined: Feb 26, 2011
Posts: 3,354
What is the purpose of Unnatural Vitality? If you fall unconcious after the first death saving throw anyway...
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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2 years ago  ::  May 04, 2011 - 10:24PM #10
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,235

May 4, 2011 -- 9:52PM, zelink551 wrote:

What is the purpose of Unnatural Vitality? If you fall unconcious after the first death saving throw anyway...




First FAILED saving throw. Get your bonus to +9 or higher and you don't go unconcious till you die.

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