====== Created Using Wizards of the Coast D&D Character Builder ====== Void Defender, level 29 Genasi, Fighter/Warden, Scion of Absence, Reincarnate Champion Hybrid Talent Option: Warden's Armored Might Guardian Might Option: Wildblood Hybrid Warden Option: Hybrid Warden Fortitude Epic Vitality Option: Epic Vitality Strength Elemental Manifestation Option: Voidsoul Past Spirit Option: Past Spirit (Shadar-kai) Past Spirit Option: Past Spirit (Tiefling) Theme: Gladiator FINAL ABILITY SCORES STR 28, CON 14, DEX 12, INT 16, WIS 24, CHA 10 STARTING ABILITY SCORES STR 16, CON 12, DEX 10, INT 12, WIS 16, CHA 8 AC: 33 Fort: 35 Ref: 29 Will: 32 HP: 198 Surges: 11 Surge Value: 49 TRAINED SKILLS Intimidate +21, Nature +30 UNTRAINED SKILLS Acrobatics +13, Arcana +19, Athletics +21, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +16, Heal +23, History +19, Insight +23, Perception +23, Religion +19, Stealth +13, Streetwise +16, Thievery +13 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Gladiator Feature: Disrupting Advance Genasi Racial Power: Void Assumption Genasi Racial Power: Ashfall Evasion Fighter Attack: Combat Challenge Warden Feature: Warden's Fury Warden Feature: Warden's Grasp Druid Feature: Wild Shape Shadar-kai Racial Power: Shadow Jaunt Dwarf Racial Power: Dwarven Resilience Fighter Utility 2: Glowering Threat Fighter Attack 7: Come and Get It Druid Utility 10: Feywild Sojourn Seeker Utility 10: Feywild Jaunt Scion of Absence Attack 11: Glimpse of the Void Scion of Absence Utility 12: Wearing the Void Scion of Absence Attack 20: Voidsoul Infliction Fighter Utility 22: Undeniable Challenge Fighter Attack 23: Warrior's Urging Reincarnate Champion Utility 26: Swift Reincarnation Warden Attack 27: Blood of Nature's Foes FEATS Level 1: Hybrid Talent Level 8: Initiate of the Old Faith Level 10: Acolyte Power Level 11: Daunting Challenge Level 12: Vital Form Level 18: Extra Manifestation Level 21: Dual Manifestation Level 21: Shadow Exile Level 22: Keep Them Close Level 24: Wild Surge Level 26: Secrets of Belial ITEMS ====== End ======
Penalties: Marks (3 aoe, and a free action 1/turn). -3. Glowering threat (minor) = -5. Second Wind (minor, recoverable with a 2 minors on seperate turns, requires mark) = -7 Undeniable Challenge = can't attack (requires mark). *note that they all stack, though you probably want to spread them out.
Way's to disapear: Void Assumption (minor, recharge with an AP). Feywild Sojourn (move, can use second wind/wild shape while gone). Shadow Jaunt (move). Feywild Jaunt (move). Ashfall Evasion (reaction, need to get hit).
An example battle will go...
1) Warrior's Urging->wild shape (second wind)->void assumption = burst 4, enemies are at -10 and slowed. 2) Wild shape (recover and use second wind)->Come and Get it->shadow jaunt = burst 3, enemies are at -10 and slowed. 3) Blood of Nature's Foes->glowing threat->fey wild sojourn = burst 2, enemies are at -8 and slowed. 4) At-Will->free mark->Undeniable challenge->Feywild Jaunt = 2 enemies can't attack.
Of course, depending on the number of enemies, you might want to alter the order (i.e use undeniable challenge against a solo on turn 1).
Completely item (and to-hit) independant. And there's plenty of left over feats to play with (like expertise, improved defense, or durable).
It's also worth noteing that the paladin's mark doesn't require you to be anywhere nearby. Not that this build takes advantage of it, but it could make a good alternitive (justicar PP also rocks).
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.
But can you mark something (or sustain a mark) if you don't exist? The power says you are removed from play and no longer exist. It's not a teleport, it's not a stealth effect, it's simply being gone.
But can you mark something (or sustain a mark) if you don't exist? The power says you are removed from play and no longer exist. It's not a teleport, it's not a stealth effect, it's simply being gone.
Mark's end when you die or fall unconcious.
That's it.
Also, feywild sojourn specificly let's you use second wind while gone. So you can impose a heavier penalty from far away.
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.
Keep Them Close is such an underrepresented feat, it's almost gold imo (at least sky-blue) for anything that marks repeatedly or has a very sticky mark(swordmage/battlemind, until the end of the encounter mark)......so almost every defender in the game. :D
Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter.
Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura.
Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage.
the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova.
Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR.
Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad.
Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion