I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of items; items I have acquired over a very long career. Items that make me a nightmare for controllers like you…
This may have been discussed elsewhere here without my seeing it, but lately I've been entertained by the interaction between Voidcrystal Weapons and the Exodus Knife.
In most situations, this is not going to be close to tactically optimal, but sometimes you just need to settle something mano-a-mano. Maybe there’s an enemy controller wreaking havoc on your party, negating your usual defender tricks. Maybe you’ve got a blood oath sworn against some particularly nasty baddie, and you want him all to yourself…I don't know, maybe he took your daughter or something.
Turn 1
Minor Action: Hit the Target Doesn’t matter how, just be sure to use your trusty Voidcrystal Weapon. (If you don’t have minor action attacks by low paragon when this comes on line, you probably have no business Taking in the first place.)
Use this power when you hit a creature with this weapon. The target disappears from the world until the start of your next turn, at which point the target reappears in an unoccupied space of your choice within 3 squares of you.
Free Action: Say something suitably dramatic, so that allies and enemies alike are now aware of the degree of unbridled bad-assery going on right here as a the BBEG disappears from the world. Seriously, "disappears from the world." That's not even flavor text.
When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long.
While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can't see in. Creatures on one side of the closed door cannot affect creatures on the other side.
The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.
Move Action: Step through your portal into your private 4x4 torture chamber. (Technically, you can even have all of your allies join you, and the last one in shut the door, but that’s hardly sporting.)
Turn 2
No Action: The Voidcrystal Weapon effect ends, and your target reappears “in an unoccupied space of your choice within 3 squares of you,” which happens to be the far corner of your extradimensional space.
Free Action: Turn to your prey and say something really sinister and tough-talky like “Don’t worry, this won’t take long.” or “I bet you can squeal like a pig. Weeeeeeee!” Note: It’s absolutely vital to plan this ahead of time; leaving it to the spur of the moment is an invitation for disaster.
Minor Action: Close the door…
You're now alone(ish) with your target, completely cut off from the rest of the battlefield, Thunderdome-style. No help is coming for either of you. Get to it, because only one of you is coming out.
(Note: Your target can open the portal with a minor action like anybody else inside the space. Preventing this is easier if you've got allies in there with you (boo!), but is usually achievable in any event.)
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.
That was my first thought when I first saw Voidcrystal Weapons...something like Feywild Sojourn. The good part about the Knife is that it specifically creates squares with rules for entering and leaving, so it's less ambiguous.
That was my first thought when I first saw Voidcrystal Weapons...something like Feywild Sojourn. The good part about the Knife is that it specifically creates squares with rules for entering and leaving, so it's less ambiguous.
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.
I guess it depends on what sort of build you pull this off with. PCs that can Immobilize, or a fighter with Combat Superiority could keep the enemy from leaving. But then it's left up to you landing a hit every turn.
What about summoning something large enough to block the enemy from moving through the space? Are there summons that big with those Intrinsic or Instinctive actions? That way, you could command the summon to close the door after you leave, and let it do its thing.
It's got a similar feel: "It's a pity we couldn't see eye to eye on this," glances at summoned Balor, "Well, I'll leave you two at it then."
Really cool concept, nice work! Did you actually try it in game? For some reason, I envision a Voidsoul Genasi + Scion of Abscence (not sure of the base class or ED, but whatever worked I guess)
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.
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
I think it would be a little trickier than the target being able to "just leave", since the door would presumably operate under the same hard-corner rules that normal doorways would. So if you were standing in the square in front of the doorway, the target would have to forced-move you, or move through you, or teleport past you, in order to get through the doorway even if it were open. Your allies could additionally make things difficult by having one of them stand in the square that the doorway opens out to, so the target would also have to forced-move the ally out of that square as well.
Targets with move-through powers or teleports would be more challenging of course.
Hmm. Actually, any power that creates a square-occupying wall would be a good layer of defense, particularly against teleporters since it would obstruct their line of sight. If you wanted it to be item rather than class dependent, a Stonewall Shield would do the job. Defense in depth would do something like using a Nail of Sealing on the door from inside, while an ally creates a wall in the square that the portal connects to on the outside.