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2 years ago ::
Oct 05, 2011 - 7:26PM
#1
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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"
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====== 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
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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
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Neat. See sig =).
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2 years ago ::
Oct 05, 2011 - 8:01PM
#4
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Date Joined:
Jun 17, 2010
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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
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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
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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
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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
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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
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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
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Including having a proper array? Looks like he was raising Con instead of either Dex or Wis.
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