====== Created Using Wizards of the Coast D&D Character Builder ====== Skirmisher, level 30 Half-Elf, Avenger, Favored Soul, Marshal of Letherna Build: Pursuing Avenger Avenger's Censure Option: Censure of Pursuit Sworn to Duty Option: Wisdom Half-Elf Power Selection Option: Dilettante Auspicious Birth (Auspicious Birth Benefit) Theme: Guttersnipe FINAL ABILITY SCORES STR 16, CON 16, DEX 22, INT 13, WIS 28, CHA 10 STARTING ABILITY SCORES STR 14, CON 12, DEX 14, INT 11, WIS 16, CHA 8 AC: 43 Fort: 38 Ref: 41 Will: 47 HP: 216 Surges: 10 Surge Value: 54 TRAINED SKILLS Acrobatics +26, Perception +29, Religion +21 UNTRAINED SKILLS Arcana +16, Athletics +18, Bluff +15, Diplomacy +17, Dungeoneering +24, Endurance +18, Heal +24, History +16, Insight +26, Intimidate +15, Nature +24, Stealth +21, Streetwise +20, Thievery +21 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Guttersnipe Attack: Running Slash Avenger Feature: Abjure Undead Avenger Feature: Divine Guidance Avenger Feature: Oath of Enmity Swordmage Attack 1: Luring Strike Favored Soul Attack 11: Radiant Rush Favored Soul Utility 12: Wings of Angels Favored Soul Attack 20: Celestial Skirmish Marshal of Letherna Utility 26: Clarion of Sorrow FEATS Level 1: Heavy Blade Expertise Level 2: Unarmored Agility Level 4: Avenging Resolution Level 6: Weapon Focus (Heavy Blade) Level 8: Improved Defenses Level 10: Adept Dilettante Level 11: Versatile Master Level 12: Polearm Gamble Level 14: Heavy Blade Opportunity Level 16: Superior Will Level 18: Painful Oath Level 20: Lasting Frost Level 21: Long Step Level 22: Hand of Divine Guidance Level 24: Terrain Advantage Level 26: Blade Opportunist Level 28: Combat Reflexes Level 30: Mark of Sentinel ITEMS Helm of Opportunity (epic tier) x1 Glaive of Great Opportunity +6 Antipathy Gloves (heroic tier) x1 Cloak of Distortion +6 x1 Dragoncloth Armor of Starlight +6 x1 Defiant Boots (paragon tier) x1 Iron Armbands of Power (epic tier) x1 Frost Glaive +6 x1 Siberys Shard of Merciless Cold (epic tier) ====== End ======
Highlights:
1) Luring Strike + Mark of Sentinel + longstep means i can shift 2 (for oath), attack, and shift 2 away. 2) Polearm gamble + HBO + OA accuracy (only miss on a double 1). To hurt, and run, from anyone who comes close. 3) Difficult Terrain + Antipathy Gloves to prevent shifting and increase OA's (either direction). 4) Flight.
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.
Aren't Antipathy Gloves redundant with Marshal of Letherna?
Clever combination of difficult terrain + terrain advantage, with PG/Censure's Grip to ensure maximum OAs. I dig it.
Mark of Sentinel + Luring Strike: wouldn't that give you three shifts? 1 for MoS, one before/after Luring Strike, and then another when you hit with it?
This build is ripe for Polearm Momentum. Add in some cleats, and it'd work perfectly with Long Shift and Luring Strike. Now they're smacked AND prone. Shame Adept Dilettante already takes up your MC slot.
Ha! So against melee enemies (once you're at 16th level+), you fly above them just out of their range, shift down 2, attack, and then shift back up 2? Is that what I'm seeing? Because that's adorable.
Wait. Luring Strike says you shift 1 and slide the enemy into the square you had occupied. If you're flying, does that knock them into the air or what?
I don't think you're allowed to shift people from the ground into the air, so I imagine you successfully shift up and then you're unable to slide them into your previous space. So they stay standing on the ground, sobbing quietly to themselves, or perhaps whittling away at a small attractive wooden figurine, or whatever it is that melee monsters do when they can't hope to get within range to attack.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
Aren't Antipathy Gloves redundant with Marshal of Letherna?
No, they stack. It takes 3 squares of movement to get adjacent. And your highly likely to shift away if they try.
Mark of Sentinel + Luring Strike: wouldn't that give you three shifts? 1 for MoS, one before/after Luring Strike, and then another when you hit with it?
They're both before OR after. Though if you hit, you get an extra shift 2. So if you hit you can shift away 6. But you need to spend a shift to get close to get your double roll.
Wait. Luring Strike says you shift 1 and slide the enemy into the square you had occupied. If you're flying, does that knock them into the air or what?
No, but you can always shift to the ground, attack and move them, then shift back up.
Usually they use a ranged attack.
You could always hover a square above them and force an OA. Also, you have the cloak of distortion, and can possibly shift 6 (if you sacrifice the oath and still hit).
Or ready actions for when you move adjacent.
Wouldn't you have to wait for the full action to complete?
If not, just attack from reach and accept that loosing the double attack roll is a good trade of for wasting their standard actoin.
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.
Wouldn't you have to wait for the full action to complete?
If not, just attack from reach and accept that loosing the double attack roll is a good trade of for wasting their standard actoin.
No, a readied action is an Immediate Reaction. If the DM declares that it's a reaction to the target moving adjacent, it could come before the attack that follows the avenger shifting down.
From the Online Compendium:
Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you will interrupt it and attack first. If you ready an action to be triggered by an enemy attack, your readied action will occur as a reaction to that attack, so you’ll attack after the enemy.
RC: p.248. "An enemy might use a power that lets it move and then attack with a single action. If a character readied an action to attack in reponse to that enemy's movement, the readied action interrupts the movement, allowing the character to attack before the enemy does."
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima