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10 months ago ::
Aug 29, 2012 - 2:32AM
#1
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Date Joined:
Sep 26, 2009
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I've been wanting to try this for a while, but I think it was the new cipher theme that put me over the edge of wanting to make a speedster. Super speed is my favorite super power and latly I've been on a kick of trying to figure out how to make superhero's in DnD and what classes they would be ( Ninja turtles assasin and rouges, Doctor who artificers, Human torch fire blast wzards, Batman..Fighter/assassin maybe?). But Super speed is the one I haven't been able to figure out. The best Idea I have is to do a Monk ( multi attacking plus flurry of blows screams speedster and/or Battle mind Quicksilver ( lightinig rushing quicksilver also is good for a speedster too) I'd do a hybrid but they're main stats are too different. I am playing a monk right now and my build is very hard to hit so that would also help the superspeed feel. Anyway, I could use any help/advice you've got to give. Afterwards I'll post what I came up with. So this is the first (unfinished) draft of my build. I would like to see what people have to say about it. It's a bit light on items right now and I haven't figured out all of my feats. COMPLETELY open to all suggestions at this point. Thanks for the input. Also, the CB will not let me select the Ironsoul mony hybrid option or the Persistant harrier Battlemind hybrid option so if I missed any key elements of those builds let me know. Spoiler:
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====== Created Using Wizards of the Coast D&D Character Builder ====== Pietro, level 16 Revenant, Monk/Battlemind, Falling Needle Itinerant Monastic Tradition (Hybrid) Option: Iron soul (Hybrid) Hybrid Monk Option: Hybrid Monk Reflex Hybrid Talent Option: Psionic Study (Hybrid) Psionic Study (Hybrid) Option: Persistant Harrier (Hybrid) Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option Choose your Race in Life: Eladrin Theme: Cipher FINAL ABILITY SCORES STR 11, CON 22, DEX 22, INT 11, WIS 12, CHA 12 STARTING ABILITY SCORES STR 10, CON 16, DEX 16, INT 10, WIS 11, CHA 11 AC: 27 Fort: 25 Ref: 26 Will: 21 HP: 110 Surges: 14 Surge Value: 27 TRAINED SKILLS Acrobatics +19, Athletics +13, Endurance +23 UNTRAINED SKILLS Arcana +8, Bluff +9, Diplomacy +9, Dungeoneering +9, Heal +9, History +8, Insight +9, Intimidate +13, Nature +9, Perception +9, Religion +8, Stealth +14, Streetwise +9, Thievery +14 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Revenant Utility: Dark Reaping Monk Feature: Iron Flurry of Blows Battlemind Feature: Battlemind's Demand Battlemind Feature: Blurred Step Battlemind Feature: Persistant Harrier Eladrin Racial Power: Fey Step Monk Attack 1: Five Storms Monk Attack 1: Spinning Leopard Maneuver Battlemind Utility 2: Dimension Slide Monk Attack 3: Undeniable Incitement Monk Utility 6: Quicksilver Motion Battlemind Attack 7: Lightning Rush Battlemind Attack 9: Shattered Time Monk Utility 10: Spring Up Falling Needle Itinerant Attack 11: Fallen from the Thread Falling Needle Itinerant Utility 12: Wind-Blown Pine Monk Attack 13: Torrent of Falling Knives Monk Attack 15: Dancer on the Sea of Battle Battlemind Utility 16: Instant Move FEATS Level 1: Hybrid Talent Level 2: Mark of Passage Level 4: Past Soul Level 6: Unarmored Agility Level 8: Ki Focus Expertise Level 10: Blurred Speed Level 11: Defensive Mobility ITEMS Staff of the Traveler +1 x1 Boots of the Fencing Master x1 Avandra's Boon of Escape (level 13) Helm of Teleportation (paragon tier) ====== End ====== Couple things I'm unsure about. 1 being what I selected as my Hybrid talent feature. 2 being my squishyness. My defences aren't that great. Keep in mind I want to be effective but also want to be a speedster which I see as a Superfast (teleporting) Skirmisher monk I guess, think of the Flash. So, this is the first rough build I guess.
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10 months ago ::
Aug 29, 2012 - 2:43AM
#2
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Date Joined:
Oct 28, 2010
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Monks are good for it (at-will minor-action movement, Fluid Motion feat) - but the problem is that opping for speed isn't really all that useful Past about speed 8 you run into serious issues of duiminishing returns, since there aren't many battlefields you can't then get across easily in one turn. Speed 10 is pretty trivial (Elf or Thri-Kreen monk, Fluid Motion, one of several Foot slot items that gives +1 speed). Getting above that is easy enough, but there's not a lot of point.
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10 months ago ::
Aug 29, 2012 - 2:53AM
#3
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Date Joined:
Sep 26, 2009
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I understand what your saying, but being a speedster would be more that just moving far although that is a perk. In comics or dnd, it would include hit and run attacks, acting out of turn attacks, multi targeting attacks, and being hard to hit. All of these things are things a speedster can do. check out some of the powers I mentioned in my first post.
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10 months ago ::
Aug 29, 2012 - 2:58AM
#4
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Date Joined:
Oct 28, 2010
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Ah, if that's what you're after, you'll be wanting a Ranger.
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10 months ago ::
Aug 29, 2012 - 3:01AM
#5
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Date Joined:
Sep 26, 2009
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Ah, if that's what you're after, you'll be wanting a Ranger.
would a ranger multi or hybrid well with a monk or battlemind? Just wondering. Also aren't rangers usually Ranged? I'm looking to make a melee speedster.
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10 months ago ::
Aug 29, 2012 - 3:05AM
#6
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Date Joined:
Apr 14, 2010
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Ah, if that's what you're after, you'll be wanting a Ranger.
would a ranger multi or hybrid well with a monk or battlemind? Just wondering. Also aren't rangers usually Ranged? I'm looking to make a melee speedster.
Rangers can be ranged or melee, your choice. In melee they wield two weapons.
Rangers don't hybrid all that well with either class. They don't suck, but there's not much synergy between the classes either.
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10 months ago ::
Aug 29, 2012 - 3:07AM
#7
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Super Speed? Sounds like Teleportation to me. Check out the blinker in thespaceinvader's signature, or dead kobold transit (mellored made a new one that goes 150 squares, taking allies with him, AND allowing them to attack on his turn)
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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10 months ago ::
Aug 29, 2012 - 3:25AM
#8
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Date Joined:
Sep 26, 2009
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Teleportation could also work, but most teleportations are really short distances aren't they? Guess I'll have to check your sig.
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10 months ago ::
Aug 29, 2012 - 4:14AM
#9
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Date Joined:
Oct 28, 2010
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Not when you stack a bunch of teleport boosters onto them. The Blinker usually blinks around the place at a rate of around 8 or 9 squares per 'port.
In practical play, that's already too much, I rarely use the really long ones.
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10 months ago ::
Aug 29, 2012 - 8:05AM
#10
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I suggest a monk with a staff of the traveler +1 in the off-hand, and boots of caiphon (falling needle works for lower levels). Here's the furthest distance i got, most of it is from items.
guides
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my builds
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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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