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Dungeons & Dra.. 4e Character Optim.. Up Close and Personal - A Garrote Rogue Handbook
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1 year ago  ::  Mar 12, 2012 - 9:28PM #51
Saeviomagy
Date Joined: May 15, 2008
Posts: 695

Mar 12, 2012 -- 8:16AM, Fardiz wrote:



"If you are a rogue, you can use the garrote with the Sneak Attack class feature and any rogue melee attack power that can be used with a light blade."

The grab is not a rogue power that can be used with a light blade so you wouldn't get SA on grab anyway.



There's two ways to read the sentence:


You can use the garrote with
a) sneak attack
and/or
b) any rogue melee attack power that can be used with a light blade




OR


You can use the garrote with a sneak attack that is applied to a rogue melee attack power that can be used with a light blade.




Which is actually meant is up for grabs, but I don't see much point for a DM to go for the more restrictive ruling except to be a jerk. It's not like this style is going to be powerful even with sneak attack applying.

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1 year ago  ::  Mar 16, 2012 - 1:52AM #52
Newanda
Date Joined: Nov 28, 2007
Posts: 163
hey ya'll

sorry I've been so slow on this book, as, you know, life...

anyways, I should get a fair bit done this weekend.

Something I would like help with from all of you smart people out there, is the Hybrid section.  It is honestly, nothing I had ever considered before, but obviously needs some exploring and talking about (most obviously with fighter, but what else gives a benefit to the character without loosing too much of their ability to grab and kill [semi-]efficiently?).  Let me know if you have thoughts so I can start pulling them together into a coherent whole.
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1 year ago  ::  Mar 16, 2012 - 12:08PM #53
mellored
Date Joined: Jul 8, 2008
Posts: 19,720

Mar 16, 2012 -- 1:52AM, Newanda wrote:

hey ya'll

sorry I've been so slow on this book, as, you know, life...

anyways, I should get a fair bit done this weekend.

Something I would like help with from all of you smart people out there, is the Hybrid section.  It is honestly, nothing I had ever considered before, but obviously needs some exploring and talking about (most obviously with fighter, but what else gives a benefit to the character without loosing too much of their ability to grab and kill [semi-]efficiently?).  Let me know if you have thoughts so I can start pulling them together into a coherent whole.


Fighters (brawler) and assassins (garrot strangle) are the big choices.

I think monks have some grab support as well.

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.
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Dungeons & Dra.. 4e Character Optim.. Up Close and Personal - A Garrote Rogue Handbook
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