Allies with 5/10 of you, and withing 3 of your spirit, are effectivly "unkillable". You and your spirit are hidden (keeping you both safe). You deal good, if not massive damage.
This build doesn't really start till level 10, and then takes a few more levels to consolidate, but it is playable as a sneaky rogue with a heal before that,
*Unnatrual Mantle keeps allies concious. *Call Forth the spirit World make sure allies have positive HP at the beginning of their turn *Hybrid Talent (Cunning Rogue): Let's you stealth alot easier *Armor of Dark Deeds or other concealment/cover. *Gloaming Cut, let's you attack and hide in the same action. *Cloaked Sniper + Shift Boost, allows you hide on a miss. *Faded Spirit keeps your spirit/zone hidden, preventing it's destruction.
====== Created Using Wizards of the Coast D&D Character Builder ====== Revenant, Rogue/Ardent, Cloaked Sniper, Thief of Legend Ardent Mantle (Hybrid) Option: Mantle of Clarity (Hybrid) Hybrid Ardent Option: Hybrid Ardent Will Hybrid Talent Option: Rogue Tactics (Hybrid) Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid) Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option Uncanny Prowess Option: Uncanny Prowess (Intelligence) Choose your Race in Life: Gnome FINAL ABILITY SCORES STR 12, CON 12, DEX 30, INT 23, WIS 15, CHA 12 STARTING ABILITY SCORES STR 10, CON 10, DEX 18, INT 13, WIS 13, CHA 8 AC: 45 Fort: 32 Ref: 42 Will: 34 HP: 169 Surges: 7 Surge Value: 42 TRAINED SKILLS Acrobatics +30, Athletics +21, Nature +22, Perception +22, Stealth +39, Thievery +30 UNTRAINED SKILLS Arcana +21, Bluff +16, Diplomacy +16, Dungeoneering +17, Endurance +18, Heal +17, History +21, Insight +17, Intimidate +18, Religion +21, Streetwise +16 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Revenant Utility: Dark Reaping Ardent Feature: Ardent Surge Shaman Feature: Call Spirit Companion Shaman Feature: World Speaker's Command Shaman Feature: Speak with Spirits Gnome Racial Power: Fade Away Rogue Attack 1: Gloaming Cut Ardent Utility 2: Sympathetic Agony Rogue Attack 3: Fleeting Spirit Strike Rogue Utility 6: Chameleon Rogue Attack 7: Killer's Ambush Ardent Attack 7: Forward-Thinking Cut Ardent Attack 9: Passage of Swords Shaman Utility 10: Call Forth the Spirit World Cloaked Sniper Attack 11: Sudden Bolt Cloaked Sniper Utility 12: Unseen Shot Rogue Attack 15: Bloody Path Rogue Utility 16: Hide in Plain Sight Cloaked Sniper Attack 20: Bolt from Nowhere Rogue Utility 22: Invisible Stalker Ardent Attack 23: Revelatory Slash Thief of Legend Utility 26: Impossible Theft Ardent Attack 29: Violent Spark FEATS Level 1: Hybrid Talent Level 2: Spirit Talker Level 4: Fading Spirit Level 6: Crossbow Expertise Level 8: Unnatural Mantle Level 10: Acolyte Power Level 11: Improved Cunning Sneak Level 12: Mark of Passage Level 14: Skill Focus (Stealth) Level 16: Widened Mantle Level 18: Silent Shot Student Level 20: Past Soul Level 21: Vanishing Act Level 22: Lingering Illusion Level 24: Ghostly Vitality Level 26: Backstabber Level 28: Long Step Level 30: Ephemeral Spirit ITEMS Bracelets of Subtle Defense (heroic tier) x1 Phantom Chaussures (paragon tier) x1 Chameleon Ring (paragon tier) Greater Ring of Invisibility (epic tier) x1 Ring of the Ghost Knight (epic tier) Shadow Band (epic tier) x1 Leather Armor of Dark Deeds +6 x1 Piwafwi +6 x1 Sandstorm Hand Crossbow +6 x1 Lightstep Slippers (epic tier) x1 Grayflower Perfume (heroic tier) x 60 Scorpion Carapace Dragonscale + 6 x1 ====== End ======
This one is more powerful then my previous one. With more damage and preventing allies unconciousness better. However, it's also more vulnerable, since it has little in the way of backup. Like if your spirit drops, or you drop (the spirit doesn't heal you), or if you fight something with truesight/tremmorsense/super high perception without an item to counter it.
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.
So an Umber Shadow Hulk has (only) a 1 in 5 chance at hitting the right dude. Certainly can't succede all the Know. X checks to figure this out. Party Wizard has much better opportunity to set up a stunlock-ish thingy.
Niice. And here's a cookie ... ... they used to have easy cookies around here.
my kitty avatar's Royale Lineage ---> http://static.neatorama.com/images/2009-09/original-keyboard-cats.jpg
new helpful bg/mmx refugee locale ---> http://www.ruleofcool.com/smf/index.php/topic,632.0.html
Nice one, glad you took the idea and made a complete build.
On tremorsense: since the spirit is a conjuration, you can simple put it one to four squares above ground -> invisible to tremorsense. Additional benefit: Many nonflying creatures cannot reach it with a melee attack, bursts and blasts cannot damage the spirit anyway, so only ranged attacks (vs. the hopefully invisible spirit) remain dangerous...
Lightstep Slippers (21) keep you hidden from tremorsense. Chaussures are a bit redundant with Armor of Dark Deeds anyway, right?
Cool build.
Yea. I listed both though.
On tremorsense: since the spirit is a conjuration, you can simple put it one to four squares above ground -> invisible to tremorsense. Additional benefit: Many nonflying creatures cannot reach it with a melee attack, bursts and blasts cannot damage the spirit anyway, so only ranged attacks (vs. the hopefully invisible spirit) remain dangerous...
Your spirit is hidden when you are, so if it see's you, it can see the spirit. Though you bring up a good point about attacking it. Though your not invulnerable.
I'm tempted to add the emphemrial spirit (it takes 1/2 from ranged attacks).
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.
Not much of an improvement, but Greyflower Perfume prevents blindsight from seeing you for a turn. Maybe carry a couple bottles with you just in case you run into something with it.
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.
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
Not much of an improvement, but Greyflower Perfume prevents blindsight from seeing you for a turn. Maybe carry a couple bottles with you just in case you run into something with it.
Added, along with the lightstep slippers and the scorpion carpice armor (even though it's scale/plate).
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.
*Call Forth the spirit World make sure allies have positive HP at the beginning of their turn
Am I missing something on this one? I always thought this didn't work after they fell to 0 or less hit points as it states that it is for bloody allies only. Let me know if I am missing something because this build does look mighty fun =P
*Call Forth the spirit World make sure allies have positive HP at the beginning of their turn
Am I missing something on this one? I always thought this didn't work after they fell to 0 or less hit points as it states that it is for bloody allies only. Let me know if I am missing something because this build does look mighty fun =P
You are Bloodied when below 1/2 your HP.
-10 is below 1/2 your HP.
Also of importaint note, is that you can take "start of your turn" stuff in any order. So take the 10 ongoing damage before you gain 5 HP (since healing starts at 0).
Just don't provoke an OA or otherwise take damage on your turn, cause you would fall below 0 that way, then have to make a death save. You still won't die, but you'd be unconcious.
Also, and DM can ready an action, drop someone on their turn, then CDG them into negitive bloodied. Which is "mean", but it's really the only way to stop you.
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.
*Call Forth the spirit World make sure allies have positive HP at the beginning of their turn
Am I missing something on this one? I always thought this didn't work after they fell to 0 or less hit points as it states that it is for bloody allies only. Let me know if I am missing something because this build does look mighty fun =P
You are Bloodied when below 1/2 your HP.
-10 is below 1/2 your HP.
Also of importaint note, is that you can take "start of your turn" stuff in any order. So take the 10 ongoing damage before you gain 5 HP (since healing starts at 0).
Just don't provoke an OA or otherwise take damage on your turn, cause you would fall below 0 that way, then have to make a death save. You still won't die, but you'd be unconcious.
Also, and DM can ready an action, drop someone on their turn, then CDG them into negitive bloodied. Which is "mean", but it's really the only way to stop you.
Interesting. So there is a large mechanical difference between this and regeneration. For some reason I was translating the regeneration mechanic onto the healing of the power. Gotcha. It is like a cool Regen 5 to all bloodied allies near your companion without the 0 or below cut off for it.