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1 year ago ::
Feb 02, 2012 - 12:50PM
#21
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Date Joined:
May 30, 2005
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Cleric Barbarian Loremaster, U22 cleric sealing death's door (or whatever it is), makes you ignore unconscious and dead from negative hp as long as you're in the zone, U10 barbarian mountain something or other, makes you immune to forced movement. Grab the swordmage (or wizard) no teleport zone for that once in a while occurence that a monster can teleport you out (better yet, have a swordmage or wizard loremaster ally).
All day immune to damage, but you lack mobility, even if you can find a way to move a zone once in a while (which do exist, but not nearly enough to let you chase anything).
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1 year ago ::
Feb 02, 2012 - 2:01PM
#22
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Date Joined:
Feb 22, 2011
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And there you go. Two of those guys, next to your beast companion. In your base, with a Dimensional Anchor. Revenants, so they never have to eat, sleep, or breath, and taking shifts so one can rest for a few hours while the other maintains the field. In exchange, you give them eternal pan-dimensional broadband internet access - they'll never want to leave.
And in the meanwhile, you're off exploring the world forever. I'd suggest investing in a phasing or no-line-of-sight teleportation utilities in case you're buried alive, but even that is just a matter of time. The best you could do to this guy is restrain him indefinitely.
Maybe every few millennia you trade spots with your familiar so he can explore the universe for a while.
Guys, I think we've just solved death.
... congratulations, Monkeygentleman. You won the unwinnable.
| monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.
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1 year ago ::
Feb 02, 2012 - 2:49PM
#23
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Date Joined:
May 30, 2005
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I wonder if your pet dies from old age? I mean, you can clearly be a revenant Beastlord and not have to worry... but every so often, wouldn't you need to get a new pet? Clearly, we drop a mountain on the beastlord and wait until his pet dies and then kill the beastlord (although how we'll do hp damage to him when he's covered in a mountain I'm not sure yet).
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1 year ago ::
Feb 02, 2012 - 8:05PM
#24
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Date Joined:
Aug 16, 2009
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Superior Fortitude will give you resist 9 ongoing, nto that you will ever get more ongoing than you can resist with what you have, but to be over the top you could add that. Also 2 items that are alternative rewards will grant you halved damage and then the other let's you treat the attack as though you are insubstantial to it. But not being fully insubstantial it should stack since it is a different effect. but both of thse you need to be unseen or in total concealment. Zehir's Shadow Cloak Sehanine's Mark of the Dark Moon
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1 year ago ::
Feb 02, 2012 - 9:50PM
#25
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Date Joined:
Nov 13, 2011
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100 Damage -8 (swarm) -13 (deathless warrior) -30 (belt) = 49 /2 (insubstantail) = 24 - 17 (THP) = 7 real damage.
I thought that it was like this: DR > Insubstantial > Damage Reducing Stuff > THP
100 - 30 = 70 70/2 = 35 35- 13 = 22 22-8 = 14 14 - 17 = 3 THP left? Derp
Edit: Orcus's Touch of Death 207 - 30 = 177 177/2 = 88 88-13 = 75 75-8 = 67
103 - 30 = 63 63/2 = 31 31-21 = 10
Assuming Total Defenses +33 to hit vs 54 Fort, needs a crit 5% chance to deal 67 damage 95% chance to deal 10 damage 12 Avg damage (people can recheck) reduced by 17 (THP) = 5 THP O,O me gusta
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1 year ago ::
Feb 03, 2012 - 3:01AM
#26
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Date Joined:
Nov 22, 2011
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And there you go. Two of those guys, next to your beast companion. In your base, with a Dimensional Anchor. Revenants, so they never have to eat, sleep, or breath, and taking shifts so one can rest for a few hours while the other maintains the field. In exchange, you give them eternal pan-dimensional broadband internet access - they'll never want to leave.
And in the meanwhile, you're off exploring the world forever. I'd suggest investing in a phasing or no-line-of-sight teleportation utilities in case you're buried alive, but even that is just a matter of time. The best you could do to this guy is restrain him indefinitely.
Maybe every few millennia you trade spots with your familiar so he can explore the universe for a while.
Guys, I think we've just solved death.
If you blast away the ground beneath the character, he'd fall in the hole. If the hole's deep enough, he'd be vertically out of the 10' zone.
If the guy is immune to forced movement, does that mean that if you tied him with an indestructible cable to 1000 ancient dragons, they wouldn't be able to pull him? O.o'
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1 year ago ::
Feb 03, 2012 - 8:08AM
#27
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Date Joined:
Feb 22, 2011
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Regarding old age, if you being 1000 years old would reduce you to negative hit points... you're still alive. It doesn't say against attacks, it just says you don't die from failed death saving throws or negative HP.
Regarding forced movement - simply enough, yes. He'd be surrounded by 1000 pissed off ancient dragons futilely yanking an indestructible cable nowhere.
As for attacking the ground, any flight would keep them from falling. Zephyr boots - problem solved.
... congratulations, Monkeygentleman. You won the unwinnable.
| monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.
| Spoiler:
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1 year ago ::
Feb 03, 2012 - 8:20AM
#28
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The enemy waits 5 minutes, then attacks. Your buffs are gone, and no short rest. Or has an aura-killer weapon or other zone remover. Or uses a power that "stuns" or "dominates" you in a special way (warlock stuff).
I'd say mine is a bit more survivable. Since you can't negate the auto-heal.
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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.
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1 year ago ::
Feb 03, 2012 - 8:35AM
#29
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Date Joined:
Nov 22, 2011
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@mellored : i like yours a lot better, because it just stacks a few bonuses to achieve an impervious resistance, which could however be trumped in a couple of ways. Also it is more "playable" in a normal game. The other build using aura and immunity to forced movement, is just exploiting some of the silliness of the rules to create a one trick pony that wont win a battle,he just wont lose it.
By the way, the "wait 5 mins" option was great lol xD
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1 year ago ::
Feb 03, 2012 - 8:50AM
#30
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Date Joined:
Feb 22, 2011
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Oh, I never claimed Infinite Beastlord was usable, or useful. He was just immortal for the 24 hours his familiar was in hammerspace. If you want to be immortal after that, you'll need a lot more planning. Ultra-revenant babysitters are just one layer of defense - there'd be more, I'm sure.
In any case, he's just some silliness. I'm always a big fan of mellored's builds - they're always so creative.
... congratulations, Monkeygentleman. You won the unwinnable.
| monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.
| Spoiler:
Show
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