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11 months ago  ::  Jul 25, 2012 - 1:54PM #1
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
Part Bullet Train, part Dead Kobold Transit, part Kobold Ninja Team Leader.

This build take up to 5 allies deep into enemy lines (as in, past the guards, up the stairs, and into the throne room), release a small nova (~1 standard.  Elite/Solo possible with party op), and then get's out.

In the same turn.



Starts around level 19, when you get the Offerings of Celestian item set.  Nearly all of the build is items, so you can tack it on to any class.

F-111 Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Transit, level 30
Revenant, Monk/Warlord, Zephyr Warchief, Master of Moments
Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Warlord Leadership Option: Combat Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Will
Choose your Race in Life: Eladrin
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Chevalier

FINAL ABILITY SCORES
STR 12, CON 14, DEX 26, INT 10, WIS 14, CHA 26

STARTING ABILITY SCORES
STR 10, CON 12, DEX 16, INT 8, WIS 12, CHA 16


AC: 40 Fort: 34 Ref: 41 Will: 47
HP: 183 Surges: 9 Surge Value: 45

TRAINED SKILLS
Insight +22, Stealth +28, Thievery +28

UNTRAINED SKILLS
Acrobatics +25, Arcana +15, Athletics +16, Bluff +23, Diplomacy +25, Dungeoneering +17, Endurance +19, Heal +17, History +15, Intimidate +27, Nature +17, Perception +19, Religion +15, Streetwise +23

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Revenant Utility: Dark Reaping
Monk Feature: Centered Flurry of Blows
Warlord Feature: Inspiring Word
Thievery Utility 2: Fast Hands
Zephyr Warchief Attack 11: Scouring Strike
Zephyr Warchief Utility 12: Desert Glide
Insight Utility 16: Insightful Riposte
Warlord Attack 17: Hail of Steel
Zephyr Warchief Attack 20: One Thousand Cuts
Master of Moments Utility 26: Freeze Time

FEATS
Level 1: Twilight Adept
Level 2: Mark of Passage
Level 4: Risky Shift
Level 6: Fluid Motion
Level 8: Bloodied Fleetness
Level 10: Desert Moon Student
Level 11: Combat Commander
Level 12: Death Scorned
Level 14: Disciple of Death
Level 16: Superior Will
Level 18: Staff Expertise
Level 20: Death's Quickening
Level 21: Ghostly Vitality
Level 22: Long Step
Level 24: Eerie Resurgence
Level 26: Spring Step
Level 28: Superior Initiative
Level 30: Alertness

ITEMS
Mooncloth Robes Mindpatterned Armor +6 x1
Accurate staff of the Far Wanderer +6 x1
Star-Strewn Scarf +6 x1
Gloves of the Wandering Star x1
Sun Sphere x1
Boots of Caiphon x1
Accurate staff of the Traveler +6 x1
Eladrin Ring of Passage x2
Quickening Waters
Horreb Ritual Cube
Bracers of Mental Might x1
====== End ======

Jet Propulsion (per turn): 108 squares Show

Revenant cheeze (5 minors)
Master of Moments (1 more minor)
Boots of Caiphon (minor to shift your speed)
Staff of the Traveler (shift -> teleport)
Offerings of Celestian Set (teleport self -> teleport allies)
and stacks of speed (base 11)/shift boosters(3)/teleport boosters(4)
= 6 * 18 = 108 squares.

Afterburner ~272 squares (per surge, the ride get's bumpy) Show

Teleport diagonally 2 squares up (and your allies 1 square up)
Fall take 1d10 damage (1/2) and land prone.*
Eerie Resurgence to stand as a free action.
Spring Step to shift 1->teleport.
(91 negitive bloodied-6 to be on the safe side)/2.5 damage per drop = 34 teleports * 8 squares = 272 extra squares.

Note that after burners can stall (1 * insubstantial = .5 = 0 falling damage = not prone), so use them first.
If your low on minor's, (and your allies don't mind a few small drops) consider droping 20 feat.  This will elimitate the chance of a 1, but will deal more damage, and thus, slow you down.

Beware of immidiate action attacks/hazards/aura's/ect.  Your very vulnerable this way.


108+272 =  380 squares (190 in and out).

Extra Tank: By starting at full HP, you can add (183 / 5.5 * 8) ~ 266 squares.  However, you have to be careful about action economy, as you will be dazed when you hit 0.

Mid Flight Refuel: Using a minor (or an ally's readied action) to heal yourself can net you ((45+6d6) / 5.5 + 272) ~350 more squares of the afterburners.  Though it a tricky maneuver to match up your action economy, you greatly increase your chance of stalling too many times.  And you are likely to loose your nova.

Assisted Takeoff:  Grab some THP the turn before you launch.  (Rub Some Dirt On It ~ 40 squares).


Payload:
4 Readied Actions: Allies prime themselves to unleash their attacks for when they arrive.
1 warlord enabler: Free: Drop a staff -> Standard: Hail of steel or Death from Two Sides (via bracer's of mental might)-> Fast Hands (Pick up the staff).
Optional 1: Daily, and/or AP.
Optional 2: Spend other actions to attack/buff (knight's move -> allies low slash).

*If your DM rules that you surprised them.  Your party should has a big init booster.  So you could stick around long enough for them to do a true nova before fleeing.




Voidcrystal Abduction: 


(from Antillious)
 
Teleport in, hit with a voidcrystal weapon  (you or an ally), use the daily, teleport out, and put the target in a safe location (say...  in a cage or in a Gorgonblood Mortar tower).

Bonus points if you remain hidden (Shadow Steel Roll + Shadow Band) the entire time.
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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11 months ago  ::  Jul 25, 2012 - 1:54PM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,439

Variants:


The above is built for full speed, but it's easy enough to trade speed for nova but each shift/teleport boost is ~40 squares.  Each speed boost is 6.

Races:  You pretty much need to be a revenant for the actions as well as eerie resurgence.
Being a non-eladrain cost you 2 speed (80 squares)
Mul + Inexhaustible Resources gives you quite a bit of THP to burn adding ~50 squares.

Stats:  13 Wis for Diciple of Death, and 13 for Dex MC rogue.  Combat Commander goes off of Cha, but isn't neccicaraly needed.  The rest is availible.

Items:  Since you need the item set, the boots, and the staff to pull this off, you don't have much play.  However a party of 5 doesn't need the full set.  So you could easily trade 1 of the set items (probably the weapon).
Mummified Hand + Eladrain Ring: +80 squares.  (expensive)
Mithrendain Steel Weapon: +40 squares.
Staff of the traveler (2-handed): Not needing Impliment proficency opens up your base classes.
Horned Ring:  While you loose speed, you can possibly take a shorter route, which may be further.
Ring of Free Time: gives you less distance, and prevents the after burners.

Feats: Revenant action cheeze takes a few.
Fluid motion is least speed boosting feat, affecting your crusing speed by 16.
MC rogue + Risky would be next to drop, since it's a 2 feat combo, and would open up your multiclass.
Toughness can add several (~25) squares to the afterburner.

Powers: Fast hands is needed if you want to attack.  Otherwise, it's wide open.  Some THP before liftoff can let you get further.

PP:  Taken purely for the +to shift.
Battle Captian with cry havoc is a top contender,
Flamebrow Commander/Horizon Walker will save your theme and a feat or 2.

Theme: If you get an extra +1 to death saves...
Samurai or Ironwroght, or any other "nova".
Avoid Fey Beast tamers, as it's quite costly to carry more.

ED: Loosing Master of Moments is loosing 18 squares of movement.
Prince of Hell: Can net you ALOT of damage, just make sure your allies have some fire resist.

Monk: Add only a little speed (fluid motion->fleet footed for 6 squares), but they have staff impliment proficency, possibly some shift powers.
Warlord: Adds +1 shift with it's PP, let's you be lazy (allowing you to function while putting so much into speed), as well as nova and inititive.
Rogue: Risky shift is the main attraction.  Base Rogue have good shift powers though, so starting rogue isn't a bad idea.


A few other ideas...
  Psion|Rogue/Monk with forced oppertunity.
  Cleric|Monk/Rogue with Valorous Charge.
  Bard/Monk/Rogue with Surge of Valor.  (multiclass mastery keeps feats the same).


2 of these can teleport eachother forever.
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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11 months ago  ::  Jul 25, 2012 - 3:20PM #3
awaken_D_M_golem
Date Joined: Dec 22, 2006
Posts: 2,652
Wow, just wow ...
my kitty avatar's Royale Lineage ---> http://static.neatorama.com/images/2009-09/original-keyboard-cats.jpg

new helpful bg/mmx refugee locale ---> http://www.ruleofcool.com/smf/index.php/topic,632.0.html
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11 months ago  ::  Jul 25, 2012 - 3:37PM #4
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Starting the encounter from the "end" could be pretty rewarding with a long term domination...  let the BBEG wreck his own henchmen.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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11 months ago  ::  Jul 25, 2012 - 4:41PM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
Any suggestions on how to make the nova better?

One main issue is accuracy.  I got Expertise in there, as well as insightful riposte, and could probably bump Cha up to 20, but that's still with a +2 weapon, and no CA.

Or should i just hope my allies do something, like a thornspray?
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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11 months ago  ::  Jul 25, 2012 - 7:45PM #6
Noctaem
Date Joined: Mar 28, 2010
Posts: 1,798
omg mellored, this is just pure gold !
"Non nobis Domine
Sed nomini tuo da gloriam"

"I wish for death not because I want to die, but because I seek the war eternal"

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11 months ago  ::  Jul 25, 2012 - 8:10PM #7
Tech-Priest
Date Joined: Apr 27, 2010
Posts: 2,088
Very nice work Mello, good job!
RIP George! 4-21-11
RIP Abie! 1-2-13


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May 9, 2013 -- 12:18PM, Tech-Priest wrote:

May 9, 2013 -- 12:12PM, CorranHornIsAwesome wrote:


"You notice a large piece of mold clinging to your toothbrush. What do you do?"

"I cast Fireball."

"I run like hell!




Apr 20, 2013 -- 3:26PM, DaBugbear wrote:


The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.




Jan 24, 2013 -- 12:25AM, TheeEnthusiast wrote:

Jan 23, 2013 -- 10:31PM, RedSiegfried wrote:

My wife asked me if her pants made her look fat.  What do you think I said?



Wife: Do these pants make me look fat?

RedSiegfried: I just killed a bunch of orc women and children.

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11 months ago  ::  Jul 26, 2012 - 8:09AM #8
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
Fixed a math error.  1d10 * insubstantial is actually 2.5 average, not 2.75.  So more squares.
Added born under a bad sigh for a few more HP to burn.

Touched up on the varients section too.


I'm actually thinking cleric with Valorous Charge is the better way to go.  You loose Zephyr, but you don't need to hit, and with the defense bonus (you can take improved defenses instead of staff expertise) your party can stay the first round letting your allies lay a full round of smackdown before jetting back.

Divine oracle could be a good replacement as well.  Negating surprise and still giving a good init bonus, and a lazy crit.

Though i it's not as cool as doing it in 1 turn...
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.
Quick Reply
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10 months ago  ::  Jul 29, 2012 - 1:18PM #9
Shazamboi
Date Joined: Nov 13, 2011
Posts: 134
Hi, Mellored. I play D&D sans errata. So, I believe that playing a dead kobold could work just as well. (it would remove the need to hybrid monk). How would this affect the build? Other than slightly reducing the speed (loss of eladrin), of course.
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10 months ago  ::  Jul 29, 2012 - 1:39PM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
I'm not using monk to shift.  I use the boots.  Monk is just for fluid motion and staff proficency.  So it's easy-ish to skip.

I don't have any idea how far you need to travel to reach the boss (doors can really slow you down too).  But you shouldn't need nearly as much as i have if you just want to hit and run, or jump over an encounter.
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.. F-111 Interdictor, dropping bombs behind enemy...
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