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Switch to Forum Live View Vampiricus Maximus: A vampiric brawler that stuffs shift+charge from L1, without Mobile Challenge
2 years ago  ::  Oct 05, 2011 - 7:26PM #1
Grimmand
Date Joined: Sep 5, 2009
Posts: 185
I've always been iffy about the interpretation that Mobile Challenge lets you shift after the triggering opponent does, "following" him as it were. So I built this Brawler partly as a different way to stuff shift+charge escapes from L1, as well as to be a cool, flavourful lockdown defender. (no DSCS or HOFL  content used).

"Vampiricus Maximus" Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Vampiricus Maximus, level 30
Human, Fighter, Bloodknight, Undying Warrior
Build: Brawling Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Unarmed)
Human Power Selection: Bonus At-Will Power
Blood Drain: Blood Drain Strength
Background: Restless Dead (Perception class skill)

FINAL ABILITY SCORES
Str 26, Con 21, Dex 16, Int 12, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 35 Fort: 44 Reflex: 32 Will: 31
HP: 225 Surges: 14 Surge Value: 56

TRAINED SKILLS
Heal +23, Perception +23, Endurance +25, Athletics +28

UNTRAINED SKILLS
Acrobatics  +18, Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +18, History  +16, Insight +18, Intimidate +15, Nature +18, Religion +16, Stealth +18,  Streetwise +15, Thievery +18

FEATS
Human: Vampiric Heritage
Level 1: Versatile Expertise
Level 2: Inescapable Hold
Level 4: Brawler Guard
Level 6: Pin Down
Level 8: Improved Initiative (retrained to Superior Initiative at Level 22)
Level 10: Improved Grab
Level 11: Armor Specialization (Scale)
Level 12: Persistent Threat
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Impaling Spear
Level 18: Uncanny Dodge
Level 20: Toughness
Level 21: Epic Fortitude
Level 22: Dual Challenge
Level 24: Rapid Combat Challenge
Level 26: Crushing Grab
Level 28: Martial Mastery
Level 30: Slashing Storm

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Weapon Master's Strike
Fighter at-will 1: Dual Strike
Fighter encounter 1: Takedown Attack
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Parry and Riposte
Fighter daily 5: Rain of Steel
Fighter utility 6: Makeshift Shield
Fighter encounter 7: Trip Up
Fighter daily 9: Stop Thrust
Fighter utility 10: Body Shield (Fighter)
Fighter encounter 13: Stranglehold (replaces Takedown Attack)
Fighter daily 15: Unyielding Avalanche (replaces Seize and Stab)
Fighter utility 16: Tangle Up
Fighter encounter 17: Vicious Uppercut (replaces Parry and Riposte)
Fighter daily 19: Persistence of Blades (replaces Stop Thrust)
Fighter utility 22: Instant Getaway
Fighter encounter 23: Trollclaw Grip (replaces Trip Up)
Fighter daily 25: Reaper's Stance (replaces Rain of Steel)
Fighter encounter 27: Warrior's Urging (replaces Stranglehold)
Fighter daily 29: Force the Battle (replaces Persistence of Blades)

ITEMS
Adventurer's Kit, Scale Armor, Spear, Spiked gauntlet, Javelin (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Note as well that I haven't kitted him out with magic equipment.

His  main shtick during Heroic when proper grabs are hard to come by is  Weapon Master's Strike with a spear. It allows him to make an OA as well  as a CC attack when his target shifts... and the OA he will make is  Grappling Strike.

So if an enemy tries to shift away, he takes 2  attacks and is grabbed, ending his movement.

Trip Up (and later Tangle  Up) provide an easy means of establishing a Pin Down when an enemy tries  to violate his mark. Now an enemy that tries to shift away finds himself eating 3 retaliation attacks, being proned and pinned.

The Undying Warrior ED, as well as being  flavourful, also provides him a way of recharging his surges, which he  will be spending multiple times per encounter with his rechargeable  Blood Drain.

Comments and criticism welcome.
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2 years ago  ::  Oct 05, 2011 - 7:34PM #2
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
Um, what is their to be iffy about? Mobile Challenge goes off as a reaction (in terms of timing) to the II that is Combat Challenge, meaning it goes off before the actual shift resolves. Is that a popular interpretation? I've never even seen that question asked....
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2 years ago  ::  Oct 05, 2011 - 7:46PM #3
Rathyr
Date Joined: Dec 3, 2009
Posts: 1,607
Neat. See sig =).
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2 years ago  ::  Oct 05, 2011 - 8:01PM #4
Mand12
Date Joined: Jun 17, 2010
Posts: 17,045

Oct 5, 2011 -- 7:34PM, Alcestis wrote:

Um, what is their to be iffy about? Mobile Challenge goes off as a reaction (in terms of timing) to the II that is Combat Challenge, meaning it goes off before the actual shift resolves. Is that a popular interpretation? I've never even seen that question asked....



I'd agree entirely on this count...I guess there'd be no debate, then?  Hell, you could even stop the shift entirely by shifting to the space he's trying to shift to.  Probably take some doing to get it to a shift 2, as I assume he's shifting away, but that's not all that difficult.

D&D Next = D&D:  Quantum Edition
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2 years ago  ::  Oct 05, 2011 - 9:34PM #5
Grimmand
Date Joined: Sep 5, 2009
Posts: 185

Oct 5, 2011 -- 7:34PM, Alcestis wrote:

Um, what is their to be iffy about? Mobile Challenge goes off as a reaction (in terms of timing) to the II that is Combat Challenge, meaning it goes off before the actual shift resolves. Is that a popular interpretation? I've never even seen that question asked....




If I'm reading you right, I agree with you? What I'm objecting is the interpretation that you can "chase" an enemy with Mobile Challenge.

Mobile Challenge states:
"After you hit an enemy with a melee basic attack granted by your Combat Challenge class feature, you can shift 1 square."

There's nothing there to say that the triggering shift occurs first. The way I'd interpret the order is:

Enemy decides to shift
Combat Challenge (interrupt) goes off
Mobile Challenge (specifically states it happens after Combat Challenge) goes off, and you shift
Enemy shifts

But besides interpretations of Mobile Challenge's wording, what do people think of my brawler?

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2 years ago  ::  Oct 05, 2011 - 9:49PM #6
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
That'd be the correct order. My point is, at least here (and in Rules Q&A), there is no debate and never has been. So I'm just kind of confused. ^.^

Build, right.

Improved Defenses, Paragon and Robust are out-dated.

Your don't really need Epic Fort (with a +item bonus to Fort very few enemies will be able to escape, monsters don't tend to have high ath/acro checks).

You'll be dominated/dazed on like a 4. Your NADs except Fort are awful (I'm accounting for the +7 you'd get from switch to Imp. Defenses and a neck item).
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2 years ago  ::  Oct 05, 2011 - 10:47PM #7
Rathyr
Date Joined: Dec 3, 2009
Posts: 1,607
Well, I think it's been done before (Bob, the Bloody Brawler in my sig has the same class, race, PP, ED, most of the same powers) almost exactly, barring a few minor differences. It's a powerful build.

For advice:
As a Brawler, your Fort should be nearly unbeatable. That means typically taking an 18 in Str, moreso if you plan to use a +2 prof weapon.

Decide if Dex or Wis is your secondary, and pump only that (don't touch Con). The Fort feat is nice in heroic (which you dont have), but I'd drop it for Improved Defenses (lose one fort, gain Will and Reflex? Sold). Epic Fort in Epic is interesting, I usually take it, depends how often mobs break free.

I don't think Improved Grab is worth it (only works on standard action grab attacks and Body Shield), moreso if you use a Spear (Grasping Weapon is *amazing*).

His NADs are bad because he is missing the proper feat/item/stats bonus. With Improved Defenses, item bonus, proper stat allocation and maybe Epic Reflex/Will, its looking a bit better.

So yea, take a 18/14/11 array (Str/Wis/Dex), pump ONLY Str and Wis, take some better feats and items. Power selection is solid.
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2 years ago  ::  Oct 05, 2011 - 11:11PM #8
Khan_the_Destroyer
Date Joined: Apr 4, 2004
Posts: 3,327
Actually, there has been debate regarding Mobile Challenge. It is commonly stated to hinder a monster's shift+charge option because the fighter can 'chase' the monster with Mobile Challenge and stop the charge with Combat Superiority.

I'm not saying it's correct, but it has definitely been discussed and I think enough people still interpret the fighter's shift to resolve after the monster's shift.
  
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2 years ago  ::  Oct 05, 2011 - 11:33PM #9
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901

Oct 5, 2011 -- 11:11PM, Khan_the_Destroyer wrote:

Actually, there has been debate regarding Mobile Challenge. It is commonly stated to hinder a monster's shift+charge option because the fighter can 'chase' the monster with Mobile Challenge and stop the charge with Combat Superiority.


...That works anyway. You shift adjacent to where the monster was going to shift. Now it shifts. Still adjacent. If it charges, you can hit it with an OA. It hinders Shift+Charge when used correctly and, apparently, when used incorrectly so that can't possibly be the reason.

@Rathyr: I accounted for everything but an item bonus. Still low (two NADs under 40 low).

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2 years ago  ::  Oct 05, 2011 - 11:42PM #10
Rathyr
Date Joined: Dec 3, 2009
Posts: 1,607
Including having a proper array? Looks like he was raising Con instead of either Dex or Wis.
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