|
1 year ago ::
May 10, 2012 - 10:12AM
#1
|
Date Joined:
Sep 14, 2008
|
Hey there charop boards, long time reader, first time poster. After about a year of playing Encounters, I've finally gotten myself invited to an actual group. Since this is the first character that I'll take past level 3, I thought I'd ask what the boards think of my striker build. The basic idea is that I mount my displacer beast (and gain +3 to defenses with it's aura and my teeny target) and charge a cursed enemy using a lance for 2d10+1d8+2d6+4 at level 1 and a whopping 3d10+3d8+5 (sans bracers of mighty striking, horned helmet, and vanguard weapon) at 10. I tried to pick encounters that discourage enemies from hitting me back. ====== Created Using Wizards of the Coast D&D Character Builder ====== Van, level 10 Pixie, Warlock/Assassin (Executioner) Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid) Eldritch Strike Option: Eldritch Strike Charisma Hybrid Warlock Option: Hybrid Warlock Reflex Guild Attacks (Hybrid) Option: League of Whispers (Hybrid) Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude Associate: Trained Displacer Beast Auspicious Birth (Auspicious Birth Benefit) Theme: Fey Beast Tamer FINAL ABILITY SCORES STR 13, CON 12, DEX 18, INT 8, WIS 13, CHA 20 STARTING ABILITY SCORES STR 13, CON 12, DEX 14, INT 8, WIS 13, CHA 16 AC: 21 Fort: 17 Ref: 20 Will: 20 HP: 77 Surges: 7 Surge Value: 19 TRAINED SKILLS Acrobatics +14, Bluff +15, Intimidate +15, Perception +11 UNTRAINED SKILLS Arcana +4, Athletics +6, Diplomacy +10, Dungeoneering +6, Endurance +6, Heal +6, History +4, Insight +6, Nature +8, Religion +4, Stealth +11, Streetwise +10, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Pixie Utility: Pixie Dust Pixie Utility: Shrink Warlock's Curse Power: Warlock's Curse Assassin Attack: Bola Takedown Assassin Attack: Precision Dart Assassin Attack: Assassin's Strike : Swap Daily For Poison Recipe Warlock Attack 1: Eldritch Strike Warlock Utility 2: Ethereal Stride Warlock Attack 3: Delban's Deadly Attention Warlock Attack 5: Curse of the Bloody Fangs Assassin Utility 6: Sheltering Dark Warlock Attack 7: Touch of Command Assassin Attack 9: Wall of Shadows Assassin Utility 10: Walk Through Shadow FEATS Bonus: Ki Expertise Level 1: Mindbite Scorn Level 2: Teeny Target Level 4: Battle Awareness Level 6: Surprising Charge Level 8: Killing Curse Level 10: White Lotus Riposte ITEMS Carrion Crawler Brain Juice Leather Armor x1 Adventurer's Kit Ki Focus x1 Lance x1 Shortbow Short sword x1 Bola Arrow Thieves' Tools Poisoner's Kit Climber's Kit
How does it look? Am I missing anything?
|
|
|
|
1 year ago ::
May 10, 2012 - 10:14AM
#2
|
|
|
The feat Teeny Target does not do anything. Being in the same square as an ally already grants not just you, but your ally cover.
Other than that, looks like the standard gimmick.
|
|
|
|
1 year ago ::
May 10, 2012 - 10:17AM
#3
|
|
|
Just beware that it might be TOO much for a home game. So be ready to take your horned helm off if someone else took skill focus.
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.
|
|
|
|
1 year ago ::
May 10, 2012 - 10:20AM
#4
|
Date Joined:
Feb 26, 2006
|
You don't have any way to back up to charge range if an enemy starts their turn adjacent to you. That will make repeatable charging difficult. The only way to do that while mounted is the rune of astral winds runepriest utility so slide your mount and therefore yourself at-will, or alternately a nightmare saddle and teleporting mount.
|
|
|
|
1 year ago ::
May 10, 2012 - 10:25AM
#5
|
Date Joined:
Sep 14, 2008
|
I just figured I'd slash at them with my shortsword at melee range after I charge.
Mellored you do raise a good point. Maybe it would be worth it to tone it down?
|
|
|
|
1 year ago ::
May 10, 2012 - 10:29AM
#6
|
|
|
I just figured I'd slash at them with my shortsword at melee range after I charge.
Mellored you do raise a good point. Maybe it would be worth it to tone it down?
Really depends on who your playing with.
But it's easy to take a helm off. Or just not charge very much. Or "forget" to use your poision. Ect...
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.
|
|
|
|
1 year ago ::
May 10, 2012 - 10:51AM
#7
|
|
|
The feat Teeny Target does not do anything. Being in the same square as an ally already grants not just you, but your ally cover.
Other than that, looks like the standard gimmick.
Rules quote for this? This is the first time I've heard this.
|
|
|
|
1 year ago ::
May 10, 2012 - 11:04AM
#8
|
Date Joined:
Feb 13, 2006
|
He is exagerating a bit. Allies always provide cover against ranged attacks anyway. Teeny target also helps for melee attacks and also gives you concealment.
|
|
|
|
1 year ago ::
May 10, 2012 - 11:08AM
#9
|
|
|
I am not exaggerating at all. According to the rules for establishing cover, any time you co-occupy a space with an ally, you and that ally both have cover. The author of Teeny Target apparently didn't know the relevant rules.
|
|
|
|
1 year ago ::
May 10, 2012 - 11:11AM
#10
|
Date Joined:
Feb 12, 2004
|
Does your game give away expertise as a bonus feat?
Necromancy: Friendship is MagicSpoiler:
Show
|
|
|