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Dungeons & Dra.. 4e Character Optim.. Death's Gatekeeper (Make your party "unkillable")
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2 years ago  ::  Sep 18, 2011 - 7:34AM #61
mellored
Date Joined: Jul 8, 2008
Posts: 19,449

Sep 18, 2011 -- 7:24AM, GrandTheftGreyhawk wrote:

Weird Invert Defeat question:

Hit: 1[W] + Charisma modifier damage. If the target bloodies an ally or hits a bloodied ally with an attack before the end of your next turn, that ally regains hit points equal to your Wisdom modifier.

So what -is- the timing on the HP regain?  If an ally is bloodied and they are hit, do they gain HP when they are hit or after the attack is resolved, or is hit=damage one thing, or what?


After.  Timing is always after.

Thus, as long as you hit, that enemy can't do much.


Edit: Also I suppose you could roll a natural 1 on the basic attack AND low slash but the chances are 5%x5%, assuming you are 1-checking your mount's defenses


That would fail the bag of rat's rule.  You can't benifit from attacking your mount.

Nor would a mount who keeps getting stabbed by you likely count as an ally. 

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  ::  Sep 19, 2011 - 5:10AM #62
GrandTheftGreyhawk
Date Joined: Jan 10, 2009
Posts: 223

Sep 18, 2011 -- 7:34AM, mellored wrote:

Sep 18, 2011 -- 7:24AM, GrandTheftGreyhawk wrote:

Weird Invert Defeat question:

Hit: 1[W] + Charisma modifier damage. If the target bloodies an ally or hits a bloodied ally with an attack before the end of your next turn, that ally regains hit points equal to your Wisdom modifier.

So what -is- the timing on the HP regain?  If an ally is bloodied and they are hit, do they gain HP when they are hit or after the attack is resolved, or is hit=damage one thing, or what?


After.  Timing is always after.

Thus, as long as you hit, that enemy can't do much.


Edit: Also I suppose you could roll a natural 1 on the basic attack AND low slash but the chances are 5%x5%, assuming you are 1-checking your mount's defenses


That would fail the bag of rat's rule.  You can't benifit from attacking your mount.

Nor would a mount who keeps getting stabbed by you likely count as an ally. 




Oh the whole thing is silly, but you could keep Frank the Paladin with Reflex defense of 6(magic)+15(half level)+2(shield)+3(improved defenses)+1(dex) for a total of 27 and still be reliabily 1-checking him.  I think that Bag of Rats is clearly invoked here, and its not suitable for any kind of game you'd play in, but its amusingly silly at level 30 anyway.

And at level 30, the game is over so builds that ONLY work at level 30 with specific things in play etc so forth always make me smirk and I ignore them - I can still appreciate the sillyness. 

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2 years ago  ::  Sep 19, 2011 - 8:14AM #63
JohnnyBlaise
Date Joined: Mar 6, 2008
Posts: 410
Actually with that paragon path, you are rolling twice with your AP attacks, so it's a double 1's % chance of missing, and of course, this is 1 rat not a bag of rats, but Im right there with ya on this being silly.  If you just wanted infinite AP's, you wouldnt need to get this complicated or need to rely on having an bravura around.  You would just be an ardent/warlord-mc ranger with horizon walker and warmaster.  Pretty silly.
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2 years ago  ::  Sep 28, 2011 - 1:51PM #64
mellored
Date Joined: Jul 8, 2008
Posts: 19,449
Did a bit of an update.  Mainly taking the hospitaler theme, items, and switching the PP to zealous demogorge (more thematic).

But she intimidates pretty well now too.  47 (52 vs hostile), which means most bloody enemies (12+30+10 = 52) will surrender on a 0 (vecna on a 9).
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  ::  Sep 29, 2011 - 2:23PM #65
PhilipENoe
Date Joined: Aug 17, 2011
Posts: 340
If an ally drops below 0 hp, can they perform actions before they make their death saving throw?  If not, what exactly are the advantages of keeping them from going unconcious in the first place?
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2 years ago  ::  Sep 29, 2011 - 4:51PM #66
saigon
Date Joined: Dec 22, 2009
Posts: 171
Benefit: While you have at least 1 power point, allies within the area of your Ardent Mantle remain conscious when dropped to 0 or fewer hit points until they roll their first death saving throw.

when allies roll their first death saving throw, they fall unconcious wheter they succed or fail. am i missing something???

and i consulted the compendium today. if theres any other feat/feature im missing, let me know. 
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2 years ago  ::  Sep 29, 2011 - 10:02PM #67
mellored
Date Joined: Jul 8, 2008
Posts: 19,449

If an ally drops below 0 hp, can they perform actions before they make their death saving throw?


Yes.  And it gives you time to heal them.

Sep 29, 2011 -- 4:51PM, saigon wrote:

when allies roll their first death saving throw, they fall unconcious wheter they succed or fail. am i missing something???


You give +9 to death saves.  So they have a 50% chance (or higher if they take some stuff themselves) of spending a surge, and thus not falling unconcious.



Worst case, all they loose is oppertunity/interupt actions, and a move/minor to stand up.

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  ::  Sep 30, 2011 - 8:51AM #68
sCRuLooSe
Date Joined: Apr 24, 2004
Posts: 196
A party of warforged only needs to find +1 more to auto burn a surge. 
Have a Gatekeeper in the party that grants himself a +9 to death saves and 3-5 high Con warforged anything with Periapts of Recovery
As long as they stay within 5 of one another (resolute armor might be helpful) and the gatekeeper does not use his last PSP, healing becomes trivial...at least until people start running out of surges.
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2 years ago  ::  Sep 30, 2011 - 9:29AM #69
mellored
Date Joined: Jul 8, 2008
Posts: 19,449

Sep 30, 2011 -- 8:51AM, sCRuLooSe wrote:

A party of warforged only needs to find +1 more to auto burn a surge. 
Have a Gatekeeper in the party that grants himself a +9 to death saves and 3-5 high Con warforged anything with Periapts of Recovery
As long as they stay within 5 of one another (resolute armor might be helpful) and the gatekeeper does not use his last PSP, healing becomes trivial...at least until people start running out of surges.


Yea, but it seems better to have a few battlecrazed minotaurs of the iron wolf clan.

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  ::  Sep 30, 2011 - 10:25AM #70
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,233
Band of warforged followers with unyielding vigor to surge on a death save of 18+ and so never fail with gatekeeper around. Or maybe a mix of warforged and crazy minotaurs.
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Dungeons & Dra.. 4e Character Optim.. Death's Gatekeeper (Make your party "unkillable")
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