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Flag mellored May 8, 2011 9:57 AM PDT
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,

Major Pieces Show

*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.


the build Show


====== 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.
Flag awaken_D_M_golem May 8, 2011 11:18 AM PDT
" ... tremorsense ... "


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 ... Yell ... they used to have easy cookies around here.
Flag SongNSilence May 8, 2011 2:00 PM PDT
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...
Flag Scatterbrained May 8, 2011 3:14 PM PDT
Lightstep Slippers (21) keep you hidden from tremorsense.  Chaussures are a bit redundant with Armor of Dark Deeds anyway, right?

Cool build.
Flag mellored May 8, 2011 5:20 PM PDT

May 8, 2011 -- 3:14PM, Scatterbrained wrote:

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).

Flag RaizielDragon May 9, 2011 7:57 AM PDT
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.
Flag mellored May 9, 2011 8:51 AM PDT

May 9, 2011 -- 7:57AM, RaizielDragon wrote:

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).

Flag AuraoftheFlame May 9, 2011 10:06 AM PDT

May 8, 2011 -- 9:57AM, mellored wrote:


*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

Flag mellored May 9, 2011 10:09 AM PDT

May 9, 2011 -- 10:06AM, AuraoftheFlame wrote:

May 8, 2011 -- 9:57AM, mellored wrote:


*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.

Flag AuraoftheFlame May 9, 2011 10:23 AM PDT

May 9, 2011 -- 10:09AM, mellored wrote:

May 9, 2011 -- 10:06AM, AuraoftheFlame wrote:

May 8, 2011 -- 9:57AM, mellored wrote:


*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.

That makes a lot more sense.  Thank you.

Flag Sotomatic May 18, 2011 10:39 AM PDT
No Belt of Sonnlinor Righteousness for the resis 30 all when under 0?
Flag mellored May 18, 2011 4:10 PM PDT

May 18, 2011 -- 10:39AM, Sotomatic wrote:

No Belt of Sonnlinor Righteousness for the resis 30 all when under 0?


Sure, but hopefully you won't die cause you won't be spotted.

Flag SongNSilence May 27, 2011 7:48 AM PDT

May 8, 2011 -- 5:20PM, mellored wrote:


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).




Empemrial spirit seems like a very good idea, didn't even realize the feat exists until now. Even MM3 encounters have a hard time to deal more than 50 damage per hit.

On tremorsense: Blind monsters with tremorsense (a surprisingly large subset) have -5 to hit (invisible) by hovering the spririt above ground, even if not hidden. 

Flag mellored May 27, 2011 8:11 AM PDT

May 27, 2011 -- 7:48AM, SongNSilence wrote:

Empemrial spirit seems like a very good idea, didn't even realize the feat exists until now. Even MM3 encounters have a hard time to deal more than 50 damage per hit.


Good point about floating.  That can prevent the spirit from being attacked by plenty of creatures (except those with reach 2, or flying).

On tremorsense: Blind monsters with tremorsense (a surprisingly large subset) have -5 to hit (invisible) by hovering the spririt above ground, even if not hidden.


Even if your spirit is protected, if your not hidden, you can be dropped, and if you drop, so does your spirit, so does the party (since their likely hovering around 0).  Again, this build doesn't have much in the way of backup, and your pretty squishy (rogue with 2 weak NADS), 1 lucky perception roll and you can get shut down in a turn and your mostly useless (Remember the spirit doesn't heal you).

Really, i need a way to recharge the utility.

Edit: Repalced Crossbow Focus with Emperial Spirit.  Though the build order could probably use a fair bit of scrutiny.

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