Community

 
Dungeons & Dra.. 4e Character Optim.. Void Defender. Protecting people while not there.
Jump Menu:
Post Reply
Page 1 of 10  •  1 2 3 4 5 6 ... 10 Next
Switch to Forum Live View Void Defender. Protecting people while not there.
2 years ago  ::  Oct 03, 2011 - 1:09PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,723
Void defender.  Gives enemies a penalty for not attacking him.  Then promply goes away.

Spoiler: Show
====== 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).
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.
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:13PM #2
EnglishLanguage
Date Joined: May 19, 2011
Posts: 5,290
You know, it's funny, just yesterday I was trying to think of how I can use Void Assumption to benfit my team. I need to try this at some point.
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:21PM #3
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 5,126

Oct 3, 2011 -- 1:09PM, mellored wrote:

Void defender.  Gives enemies a penalty for not attacking him.  Then promply goes away.




I think I can see a lot of DMs ruling against that given you have no line of effect...

Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:22PM #4
EnglishLanguage
Date Joined: May 19, 2011
Posts: 5,290
Well, they ARE still marked.
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:24PM #5
Mand12
Date Joined: Jun 17, 2010
Posts: 17,325

Oct 3, 2011 -- 1:21PM, Mommy_was_an_Orc wrote:

Oct 3, 2011 -- 1:09PM, mellored wrote:

Void defender.  Gives enemies a penalty for not attacking him.  Then promply goes away.




I think I can see a lot of DMs ruling against that given you have no line of effect...




Mark penalty is not dependent on line of effect.  Mark punishment is, sure, but not the penalty.

A marked target can't just run behind a wall to shake the mark.

D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:31PM #6
Gunthar
Date Joined: Feb 1, 2005
Posts: 1,454
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.
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:33PM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,723

Oct 3, 2011 -- 1:31PM, Gunthar wrote:

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.

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.
Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:35PM #8
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 5,126

Oct 3, 2011 -- 1:24PM, Mand12 wrote:

Oct 3, 2011 -- 1:21PM, Mommy_was_an_Orc wrote:

Oct 3, 2011 -- 1:09PM, mellored wrote:

Void defender.  Gives enemies a penalty for not attacking him.  Then promply goes away.




I think I can see a lot of DMs ruling against that given you have no line of effect...




Mark penalty is not dependent on line of effect.  Mark punishment is, sure, but not the penalty.

A marked target can't just run behind a wall to shake the mark.




If we're going to be literal about it...what's a definition of being dead? Ceasing to exist. What does Removed From Play do? Makes you cease to exist.

Which removes the mark.

Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:36PM #9
ryuwizard98
Date Joined: Dec 7, 2010
Posts: 378
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
My Works Show

My House Rules

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


One does not Show

Sep 20, 2011 -- 12:56PM, Teracide wrote:

Sep 20, 2011 -- 12:39PM, ryuwizard98 wrote:

by RAW, you can't horse into the forge of the dawn titan.





...Couldn't resist.



Quick Reply
Cancel
2 years ago  ::  Oct 03, 2011 - 1:36PM #10
Taenia
Date Joined: Aug 27, 2002
Posts: 748
Mark lasts until you die or go unconscious as per compendium

Actually being dead means you are still there, just dead.  

Given the keywords importance of 4th edition, cease to exist does not equal dead nor vice versa, so your argument isn't valid.  

According to the rules, you have two conditions that can end mark, unless a specific power overrides this which none of the ones do I believe. 
Quick Reply
Cancel
Page 1 of 10  •  1 2 3 4 5 6 ... 10 Next
Jump Menu:
 
Dungeons & Dra.. 4e Character Optim.. Void Defender. Protecting people while not there.
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing