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Ardent Admiration: An Ardent Handbook (by Dedekine)
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<blockquote data-quote="Nibelung" data-source="post: 6703911" data-attributes="member: 74499"><p><strong>Originally posted by Dedekine:</strong></p><p></p><p><span style="font-size: 15px"><strong>Sample Builds</strong></span></p><p></p><p><strong><a href="https://web.archive.org/web/20140910233525/http://community.wizards.com/content/forum-topic/2626111" target="_blank">Sir Slidesalot (half elf Stygian Adept)</a></strong>: A build by <em>Cazzeo</em> that exploits the Stygian Adept path to deal forced movement, as well as the slowed and dazed status, all at-will.</p><p></p><p><a href="http://community.wizards.com/go/thread/view/75882/25291705/Ardent_Admiration:_An_Ardent_Handbook&post_num=219#487873161" target="_blank">The <strong>Intimident (dragonborn Ardent/Bard/Argent Soul)</strong></a>: A build by <em>PaulO</em> illustrating how to use the Augment 1 Demoralizing Strike to reliably use the Intimidate Skill to force bloodied enemies out of combat.</p><p></p><p><strong>The Gaoler:</strong></p><p><strong></strong></p><p><strong></strong>The idea here is to combine the permanent immobilize the Psionic Binder paragon path can inflict with the feat World Serpent's Grap to keep that enemy prone. The enemy will then be taking a -2 to hit, granting CA, and unable to move, on top of whatever you do with the attacks you use to sustain the "no saving throw" condition. Making full use of this requires a bit of party optimization; your ranged attackers will need Grounding Shot, while melee attackers will really want Headsman's Chop to get the most out of this. However, it does offer the opportunity to make one or two monsters per encounter (or more, if your other party members help) miserable. The sample build below illustrates some of the key points and how to get this concept going strong by level 11:</p><p></p><p>1- You need as many ways as possible to inflict immobilized (save ends). The ardent doesn't have a great selection of these, only Mountainfall Strike at 16 and the unreliable (since it requires the enemy failing a saving throw) Decelerating Strike at 5. For a second option, we multiclass Artificer and pick up their Level 1 daily, Icebound Sigil. This can be cast on a single weapon, and you can expend it as a free action to inflict immobilized (save ends). Beyond these, we look at magic items. The Skewering enchantment is exactly what we need, and so we are essentially forced into choosing greatspear as our weapon. The Cloak of Arachnida is another great choice. Lastly, we also pick up the Tattoo of Bloodied Chains, which inflicts immobilized (save ends) on the first enemy to bloody us in an encounter. Not as reliable, since we don't get to choose the target, but still handy.</p><p></p><p>2- Choosing tiefling as our race gets us a few important things. We value accuracy over everything else, since preventing saves requires that we hit. Tiefling not only lets us get a 20 starting Cha, we can choose Hellfire Blood to give us an extra +1 to hit with Demoralizing Strike. Combined with the CA once we've proned the enemy, that's a whopping +5 to hit for using Demoralizing Strike to perpetuate the lockdown (and our allies get +4 of that!). Tieflings also get the great feat Imperious Majesty, which will help salvage our horrible initiative. </p><p></p><p>3- We spread ourselves evenly between Con and Wis to begin with, to make sure we can make reasonable use of both Demoralizing Strike and Executioner's Summons. From this point on, it's a free choice as to how you go, but I'd highly recommend focussing on Con to prevent having two terrible NADs.</p><p></p><p>4- As far as powers go, Demoralizing Strike is valuable for the accuracy, while Withered Technique trades accuracy for an attack debuff on the target, which might be very useful. Wave of Fatigue has some nice synergy with World Serpent's Grasp, but once we get the full Psionic Binder routine going it's not quite as appealing, so I recommend picking up Forward-Thinking Cut or Mindlink Strike instead to increase the beat-down. Utilities are pretty much standard. Most of your dailies will be tied up with the need to inflict immobilized (save ends). Our one free choice here we give to Dulled Reflexes, since it gives us lots of slowed enemies to play with. When Mountainfall Strike becomes available, I actually advise replacing Decelerating Strike; the latter is just too unreliable for our needs.</p><p></p><p>5- Feats are essentially non-negotiable up to 11. If you decide not to go with Tiefling/skip Hellfire Blood, consider Improved Defences (to shore up your two bad NADs), or get Superior Will (since stunned will kill your lockdown). After 11, make sure you pick up scale proficiency, Improved Defences and Superior Will at the minimum. Wind of Sympathy and the other second wind enhancing feats are a little less tempting here, since the Gaoler will be very reluctant to spend his standard on anything but the lockdown.</p><p></p><p><strong>Gaoler Character Sheet</strong></p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Binder, level 11</p><p>Tiefling, Ardent, Psionic Binder</p><p>Build: Enlightened Ardent</p><p>Ardent Mantle: Mantle of Clarity</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 14, Dex 9, Int 13, Wis 14, Cha 23.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 12, Con 10, Dex 8, Int 12, Wis 12, Cha 18.</p><p></p><p>AC: 25 Fort: 21 Reflex: 21 Will: 25</p><p>HP: 76 Surges: 9 Surge Value: 19</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Greatspear)</p><p>Level 2: Master At Arms</p><p>Level 4: Hellfire Blood</p><p>Level 6: Hafted Defense</p><p>Level 8: World Serpent's Grasp</p><p>Level 10: Scion of the Gods (retrained to Student of Artifice at Level 11)</p><p>Level 11: Adept Power</p><p></p><p>POWERS</p><p>Ardent at-will 1: Wave of Fatigue</p><p>Ardent at-will 1: Demoralizing Strike</p><p>Ardent daily 1: Implanted Suggestion (retrained to Icebound Sigil at Adept Power)</p><p>Ardent utility 2: Dimension Swap</p><p>Ardent at-will 3: Withered Technique</p><p>Ardent daily 5: Decelerating Strike</p><p>Ardent utility 6: Evade Attack</p><p>Ardent at-will 7: Forward-Thinking Cut (replaces Energizing Strike)</p><p>Ardent daily 9: Dulled Reflexes</p><p>Ardent utility 10: Tower of Iron Will</p><p></p><p>ITEMS</p><p>Tattoo of Bloodied Chains (heroic tier), Veteran's Chainmail +2, Skewering Greatspear +2, Cloak of Arachnida+3, Iron Armbands of Power (heroic tier), Boots of Quickness</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>[/sblock]</p><p></p><p><strong><strong>Unupdated builds</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>Shiftzerai (striker support):</strong></p><p><strong></strong></p><p><strong>Strikers are usually mobile and found all over the battlefield. So the first thing we need is mobility, to be able to get next to them. Battlefield rearrangement is also a priority, and our "healing" focus will actually be on damage prevention (since strikers are squishy) and granting saves.</strong></p><p><strong></strong></p><p><strong>a) The mobility comes from the Mantle of Clarity combined with Githzerai Mobility. At level 30, we'll have +15 to all defenses against opportunity attacks, which will give us an AC of 60. Demorgorgon needs a natural 20 to hit us, so we can simply move wherever we want. Being githzerai with Alhahn's Mindful Relocation gives us the ability to shift half our speed when we use our second wind. Ideally, we'd take scale specialization to counteract the armour speed penalty, but we can't afford the Dex, so instead we take Fleet-Footed.</strong></p><p><strong></strong></p><p><strong>b) The Talaric Strategist paragon path is the obvious choice for battlefield control. Alacrity of Fortune lets every ally who makes a save shift one square. We can grant saves using Focusing Strike (or Revelatory Strike, which replaces it), or with any healing power with the Mark of Healing (twice if it's against a dazed, dominated, or stunned effect, because of Githzerai Healer). Bolstering Mantle + Widened Mantle lets us give an ally within 10 a save when we spend a healing surge. We can spend a surge with second wind (which lets us shift as well), or any time an enemy dies (thanks to Harbringer of Doom's Master of Ill Fortune.) Dimension Swap is our movement utility, and Wormhole Plunge and Passage of Swords give us forced movement until we retrain them. The capstone rearrangement power is Dismissive Strike.</strong></p><p><strong></strong></p><p><strong>c) Evade Attack is a great damage avoidance utility, as is Prescient Strike, which we pick up at level 3 and keep until 30. Deflecting Disk is also a big help in this regard.</strong></p><p><strong></strong></p><p><strong>d) Finally, we pad things out with powers to boost the strikers, either through buffs (Corona of Battle, the Harbinger of Doom's Cloak of Doom power), or with some attack-enabling powers (Borrowed Time, Violent Spark).</strong></p><p><strong></strong></p><p><strong>Harbinger of Doom is an odd choice for an epic destiny, but it works here. The lack of stat boosts hurts, but we get added accuracy from Shield of Ill Fortune, a boost to Bolstering Mantle with Master of Ill Fortune, and a good debuff with Cloak of Doom.</strong></p><p><strong></strong></p><p><strong><strong>Shiftzerai character sheet</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>====== Created Using Wizards of the Coast D&D Character Builder ======</strong></p><p><strong>Shiftzerai, level 30</strong></p><p><strong>Githzerai, Ardent, Talaric Strategist, Harbinger of Doom</strong></p><p><strong>Build: Enlightened Ardent</strong></p><p><strong>Ardent Mantle: Mantle of Clarity</strong></p><p><strong>Versatile Expertise: Versatile Expertise (Heavy Blade)</strong></p><p><strong>Versatile Expertise: Versatile Expertise (Polearm)</strong></p><p><strong></strong></p><p><strong>FINAL ABILITY SCORES</strong></p><p><strong>Str 14, Con 14, Dex 14, Int 10, Wis 22, Cha 26.</strong></p><p><strong></strong></p><p><strong>STARTING ABILITY SCORES</strong></p><p><strong>Str 12, Con 12, Dex 10, Int 8, Wis 12, Cha 18.</strong></p><p><strong></strong></p><p><strong>AC: 45 Fort: 40 Reflex: 40 Will: 42</strong></p><p><strong>HP: 171 Surges: 9 Surge Value: 42</strong></p><p><strong></strong></p><p><strong>TRAINED SKILLS</strong></p><p><strong>Endurance +22, Athletics +24, Heal +26, Insight +26</strong></p><p><strong></strong></p><p><strong>FEATS</strong></p><p><strong>Level 1: Weapon Proficiency (Greatspear)</strong></p><p><strong>Level 2: Versatile Expertise</strong></p><p><strong>Level 4: Hafted Defense</strong></p><p><strong>Level 6: Polearm Flanker</strong></p><p><strong>Level 8: Alhahn's Mindful Relocation</strong></p><p><strong>Level 10: Iron Resolve of Zerthadlun (retrained to Fleet-Footed at Level 11)</strong></p><p><strong>Level 11: Githzerai Mobility</strong></p><p><strong>Level 12: Armor Proficiency (Scale)</strong></p><p><strong>Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)</strong></p><p><strong>Level 16: Bolstering Mantle</strong></p><p><strong>Level 18: Alacrity of Fortune</strong></p><p><strong>Level 20: Widened Mantle</strong></p><p><strong>Level 21: Githzerai Healer</strong></p><p><strong>Level 22: Epic Alacrity</strong></p><p><strong>Level 24: Long Step</strong></p><p><strong>Level 26: Epic Fortitude</strong></p><p><strong>Level 28: Epic Reflexes</strong></p><p><strong>Level 30: Iron Resolve of Zerthadlun</strong></p><p><strong></strong></p><p><strong>POWERS</strong></p><p><strong>Ardent at-will 1: Ire Strike</strong></p><p><strong>Ardent at-will 1: Focusing Strike</strong></p><p><strong>Ardent daily 1: Wormhole Plunge</strong></p><p><strong>Ardent utility 2: Dimension Swap</strong></p><p><strong>Ardent at-will 3: Prescient Strike</strong></p><p><strong>Ardent daily 5: Enlightening Pulse</strong></p><p><strong>Ardent utility 6: Evade Attack</strong></p><p><strong>Ardent at-will 7: Mindlink Strike (replaces Ire Strike)</strong></p><p><strong>Ardent daily 9: Passage of Swords</strong></p><p><strong>Ardent utility 10: Tower of Iron Will</strong></p><p><strong>Ardent at-will 13: Revelatory Strike (replaces Focusing Strike)</strong></p><p><strong>Ardent daily 15: Extermination Urge (replaces Wormhole Plunge)</strong></p><p><strong>Ardent utility 16: Insightful Riposte</strong></p><p><strong>Ardent at-will 17: Illuminating Strike (replaces Mindlink Strike)</strong></p><p><strong>Ardent daily 19: Deflecting Disk (replaces Passage of Swords)</strong></p><p><strong>Ardent utility 22: Borrowed Time</strong></p><p><strong>Ardent at-will 23: Revelatory Slash (replaces Illuminating Strike)</strong></p><p><strong>Ardent daily 25: Corona of Battle (replaces Enlightening Pulse)</strong></p><p><strong>Ardent at-will 27: Dismissive Strike (replaces Revelatory Slash)</strong></p><p><strong>Ardent daily 29: Violent Spark (replaces Extermination Urge)</strong></p><p><strong></strong></p><p><strong>ITEMS</strong></p><p><strong>Greatspear, Magic Elderscale Armor +6, Amulet of Protection +6</strong></p><p><strong>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong><strong>Wingman (defender support)</strong>: </strong></p><p><strong></strong></p><p><strong>The Wingman's job is to stick close to the defender and keep him up and and doing his job. To do this, we need to focus on:</strong></p><p><strong></strong></p><p><strong>a) Our own defense. We'll be right in the thick of things, and if the defender is having to worry about us, neither of us will be doing our job right. This is where the choice of halfling comes in. Second Chances will save our butt once a fight (especially with Halfing Agility), and the Dex boost lets us pick up scale specialization in paragon. We also multiclass warlord to get the extra heal and so that we can pick up Epic Recovery and use our second wind twice. Beyond that, we just spend a lot of feats on defense.</strong></p><p><strong></strong></p><p><strong>b) Healing: Energizing Strike at level 1, which gets replaced by Rewarding Strike -- but our at-will healing powers are only here as back-ups to our Ardent Surge and dailies. Mark of Healing means they grant saving throws as well, and we grab Improved Ardent Surge as well. All our utility powers go to healing as well. We also pick the Argent Soul paragon path to send our healing over the top, though the extended crit range is also nice -- especially since our Epic Destiny, Champion of Prophecy, lets us spend a healing surge (which triggers Bolstering Mantle) whenever we crit. At the end, we drop at-will healing to get more saving throws via Restorative Bastion, since the Champion of Prophecy's Prophetic Renewal means we can regain our daily healing powers.</strong></p><p><strong></strong></p><p><strong>c) Helping the defender defend. The boost to opportunity attack damage is why we take the Mantle of Elation. Distracting Strike and later Diamond Defense Assault give the defender more marks and Ire Strike->Mindlink Strike->Revelatory Slash give them extra attacks (if your defender is a fighter, then giving them attacks also gives them marks, so you should drop Distracting Strike and Diamond Defense Assault and replace them with Demoralizing Strike). Every time they make a saving throw they get a boost to attack from Elation of Fortune, so once again we use Bolstering Mantle to hand out saves whenever we spend a healing surge (though since we're sticking close to the defender, no need to bother with Widened Mantle).</strong></p><p><strong></strong></p><p><strong>The Champion of Prophecy is a great epic destiny, usually over-shadowed by Demigod but much better for ardents. It gives us a stat boost to Con and Cha, and in addition to the healing benefits, the utility power and Unstoppable Prophecy gives us added accuracy.</strong></p><p><strong></strong></p><p><strong><strong>Wingman Character Sheet</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>Wingman, level 30</strong></p><p><strong>Halfling, Ardent, Argent Soul, Champion of Prophecy</strong></p><p><strong>Build: Euphoric Ardent</strong></p><p><strong>Ardent Mantle: Mantle of Elation</strong></p><p><strong>Versatile Expertise: Versatile Expertise (Heavy Blade)</strong></p><p><strong>Versatile Expertise: Versatile Expertise (Light Blade)</strong></p><p><strong>Prophetic Blessing: Prophetic Blessing Constitution</strong></p><p><strong>Prophetic Blessing: Prophetic Blessing Charisma</strong></p><p><strong></strong></p><p><strong>FINAL ABILITY SCORES</strong></p><p><strong>Str 15, Con 24, Dex 16, Int 10, Wis 13, Cha 28.</strong></p><p><strong></strong></p><p><strong>STARTING ABILITY SCORES</strong></p><p><strong>Str 13, Con 14, Dex 12, Int 8, Wis 10, Cha 17.</strong></p><p><strong></strong></p><p><strong>AC: 47 Fort: 45 Reflex: 42 Will: 43</strong></p><p><strong>HP: 181 Surges: 14 Surge Value: 45</strong></p><p><strong></strong></p><p><strong>TRAINED SKILLS</strong></p><p><strong>Athletics +20, Insight +21, Heal +21, Endurance +25, Intimidate +29</strong></p><p><strong></strong></p><p><strong>FEATS</strong></p><p><strong>Level 1: Shield Proficiency (Light)</strong></p><p><strong>Level 2: Armor Proficiency (Scale)</strong></p><p><strong>Level 4: Versatile Expertise</strong></p><p><strong>Level 6: Mark of Healing</strong></p><p><strong>Level 8: Halfling Agility</strong></p><p><strong>Level 10: Student of Battle</strong></p><p><strong>Level 11: Elation of Fortune</strong></p><p><strong>Level 12: Armor Specialization (Scale)</strong></p><p><strong>Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)</strong></p><p><strong>Level 16: Shield Specialization</strong></p><p><strong>Level 18: Improved Ardent Surge</strong></p><p><strong>Level 20: Bolstering Mantle</strong></p><p><strong>Level 21: Endangering Outrage</strong></p><p><strong>Level 22: Shield Proficiency (Heavy)</strong></p><p><strong>Level 24: Epic Recovery</strong></p><p><strong>Level 26: Epic Reflexes</strong></p><p><strong>Level 28: Epic Fortitude</strong></p><p><strong>Level 30: Danger Sense</strong></p><p><strong></strong></p><p><strong>POWERS</strong></p><p><strong>Ardent at-will 1: Energizing Strike</strong></p><p><strong>Ardent at-will 1: Ire Strike</strong></p><p><strong>Ardent daily 1: Implanted Suggestion</strong></p><p><strong>Ardent utility 2: Mind over Matter</strong></p><p><strong>Ardent at-will 3: Distracting Strike</strong></p><p><strong>Ardent daily 5: Fate Exchange</strong></p><p><strong>Ardent utility 6: Mend Wounds</strong></p><p><strong>Ardent at-will 7: Rewarding Strike (replaces Energizing Strike)</strong></p><p><strong>Ardent daily 9: Agony Field</strong></p><p><strong>Ardent utility 10: From the Brink</strong></p><p><strong>Ardent at-will 13: Mindlink Strike (replaces Ire Strike)</strong></p><p><strong>Ardent daily 15: Unchecked Aggression (replaces Implanted Suggestion)</strong></p><p><strong>Ardent utility 16: Mental Rejuvenation</strong></p><p><strong>Ardent at-will 17: Diamond Defense Assault (replaces Distracting Strike)</strong></p><p><strong>Ardent daily 19: Deflecting Disk (replaces Agony Field)</strong></p><p><strong>Ardent utility 22: Guided Opportunity</strong></p><p><strong>Ardent at-will 23: Revelatory Slash (replaces Mindlink Strike)</strong></p><p><strong>Ardent daily 25: Revealed Assets (replaces Deflecting Disk)</strong></p><p><strong>Ardent at-will 27: Restorative Bastion (replaces Rewarding Strike)</strong></p><p><strong>Ardent daily 29: Empathic Projection (replaces Fate Exchange)</strong></p><p><strong></strong></p><p><strong>ITEMS</strong></p><p><strong>Amulet of Protection +6, Magic Elderscale Armor +6, Short sword, Heavy Shield</strong></p><p><strong>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</strong></p><p><strong>[/sblock]</strong></p><p><strong>[/sblock]</strong></p><p><strong></strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="Nibelung, post: 6703911, member: 74499"] [b]Originally posted by Dedekine:[/b] [Size=4][b]Sample Builds[/b][/size] [b][URL="https://web.archive.org/web/20140910233525/http://community.wizards.com/content/forum-topic/2626111"]Sir Slidesalot (half elf Stygian Adept)[/URL][/b]: A build by [i]Cazzeo[/i] that exploits the Stygian Adept path to deal forced movement, as well as the slowed and dazed status, all at-will. [URL="http://community.wizards.com/go/thread/view/75882/25291705/Ardent_Admiration:_An_Ardent_Handbook&post_num=219#487873161"]The [b]Intimident (dragonborn Ardent/Bard/Argent Soul)[/b][/url]: A build by [i]PaulO[/i] illustrating how to use the Augment 1 Demoralizing Strike to reliably use the Intimidate Skill to force bloodied enemies out of combat. [b]The Gaoler: [/b]The idea here is to combine the permanent immobilize the Psionic Binder paragon path can inflict with the feat World Serpent's Grap to keep that enemy prone. The enemy will then be taking a -2 to hit, granting CA, and unable to move, on top of whatever you do with the attacks you use to sustain the "no saving throw" condition. Making full use of this requires a bit of party optimization; your ranged attackers will need Grounding Shot, while melee attackers will really want Headsman's Chop to get the most out of this. However, it does offer the opportunity to make one or two monsters per encounter (or more, if your other party members help) miserable. The sample build below illustrates some of the key points and how to get this concept going strong by level 11: 1- You need as many ways as possible to inflict immobilized (save ends). The ardent doesn't have a great selection of these, only Mountainfall Strike at 16 and the unreliable (since it requires the enemy failing a saving throw) Decelerating Strike at 5. For a second option, we multiclass Artificer and pick up their Level 1 daily, Icebound Sigil. This can be cast on a single weapon, and you can expend it as a free action to inflict immobilized (save ends). Beyond these, we look at magic items. The Skewering enchantment is exactly what we need, and so we are essentially forced into choosing greatspear as our weapon. The Cloak of Arachnida is another great choice. Lastly, we also pick up the Tattoo of Bloodied Chains, which inflicts immobilized (save ends) on the first enemy to bloody us in an encounter. Not as reliable, since we don't get to choose the target, but still handy. 2- Choosing tiefling as our race gets us a few important things. We value accuracy over everything else, since preventing saves requires that we hit. Tiefling not only lets us get a 20 starting Cha, we can choose Hellfire Blood to give us an extra +1 to hit with Demoralizing Strike. Combined with the CA once we've proned the enemy, that's a whopping +5 to hit for using Demoralizing Strike to perpetuate the lockdown (and our allies get +4 of that!). Tieflings also get the great feat Imperious Majesty, which will help salvage our horrible initiative. 3- We spread ourselves evenly between Con and Wis to begin with, to make sure we can make reasonable use of both Demoralizing Strike and Executioner's Summons. From this point on, it's a free choice as to how you go, but I'd highly recommend focussing on Con to prevent having two terrible NADs. 4- As far as powers go, Demoralizing Strike is valuable for the accuracy, while Withered Technique trades accuracy for an attack debuff on the target, which might be very useful. Wave of Fatigue has some nice synergy with World Serpent's Grasp, but once we get the full Psionic Binder routine going it's not quite as appealing, so I recommend picking up Forward-Thinking Cut or Mindlink Strike instead to increase the beat-down. Utilities are pretty much standard. Most of your dailies will be tied up with the need to inflict immobilized (save ends). Our one free choice here we give to Dulled Reflexes, since it gives us lots of slowed enemies to play with. When Mountainfall Strike becomes available, I actually advise replacing Decelerating Strike; the latter is just too unreliable for our needs. 5- Feats are essentially non-negotiable up to 11. If you decide not to go with Tiefling/skip Hellfire Blood, consider Improved Defences (to shore up your two bad NADs), or get Superior Will (since stunned will kill your lockdown). After 11, make sure you pick up scale proficiency, Improved Defences and Superior Will at the minimum. Wind of Sympathy and the other second wind enhancing feats are a little less tempting here, since the Gaoler will be very reluctant to spend his standard on anything but the lockdown. [b]Gaoler Character Sheet[/b] [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Binder, level 11 Tiefling, Ardent, Psionic Binder Build: Enlightened Ardent Ardent Mantle: Mantle of Clarity FINAL ABILITY SCORES Str 13, Con 14, Dex 9, Int 13, Wis 14, Cha 23. STARTING ABILITY SCORES Str 12, Con 10, Dex 8, Int 12, Wis 12, Cha 18. AC: 25 Fort: 21 Reflex: 21 Will: 25 HP: 76 Surges: 9 Surge Value: 19 FEATS Level 1: Weapon Proficiency (Greatspear) Level 2: Master At Arms Level 4: Hellfire Blood Level 6: Hafted Defense Level 8: World Serpent's Grasp Level 10: Scion of the Gods (retrained to Student of Artifice at Level 11) Level 11: Adept Power POWERS Ardent at-will 1: Wave of Fatigue Ardent at-will 1: Demoralizing Strike Ardent daily 1: Implanted Suggestion (retrained to Icebound Sigil at Adept Power) Ardent utility 2: Dimension Swap Ardent at-will 3: Withered Technique Ardent daily 5: Decelerating Strike Ardent utility 6: Evade Attack Ardent at-will 7: Forward-Thinking Cut (replaces Energizing Strike) Ardent daily 9: Dulled Reflexes Ardent utility 10: Tower of Iron Will ITEMS Tattoo of Bloodied Chains (heroic tier), Veteran's Chainmail +2, Skewering Greatspear +2, Cloak of Arachnida+3, Iron Armbands of Power (heroic tier), Boots of Quickness ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] [b][b]Unupdated builds[/b] [sblock] Shiftzerai (striker support): Strikers are usually mobile and found all over the battlefield. So the first thing we need is mobility, to be able to get next to them. Battlefield rearrangement is also a priority, and our "healing" focus will actually be on damage prevention (since strikers are squishy) and granting saves. a) The mobility comes from the Mantle of Clarity combined with Githzerai Mobility. At level 30, we'll have +15 to all defenses against opportunity attacks, which will give us an AC of 60. Demorgorgon needs a natural 20 to hit us, so we can simply move wherever we want. Being githzerai with Alhahn's Mindful Relocation gives us the ability to shift half our speed when we use our second wind. Ideally, we'd take scale specialization to counteract the armour speed penalty, but we can't afford the Dex, so instead we take Fleet-Footed. b) The Talaric Strategist paragon path is the obvious choice for battlefield control. Alacrity of Fortune lets every ally who makes a save shift one square. We can grant saves using Focusing Strike (or Revelatory Strike, which replaces it), or with any healing power with the Mark of Healing (twice if it's against a dazed, dominated, or stunned effect, because of Githzerai Healer). Bolstering Mantle + Widened Mantle lets us give an ally within 10 a save when we spend a healing surge. We can spend a surge with second wind (which lets us shift as well), or any time an enemy dies (thanks to Harbringer of Doom's Master of Ill Fortune.) Dimension Swap is our movement utility, and Wormhole Plunge and Passage of Swords give us forced movement until we retrain them. The capstone rearrangement power is Dismissive Strike. c) Evade Attack is a great damage avoidance utility, as is Prescient Strike, which we pick up at level 3 and keep until 30. Deflecting Disk is also a big help in this regard. d) Finally, we pad things out with powers to boost the strikers, either through buffs (Corona of Battle, the Harbinger of Doom's Cloak of Doom power), or with some attack-enabling powers (Borrowed Time, Violent Spark). Harbinger of Doom is an odd choice for an epic destiny, but it works here. The lack of stat boosts hurts, but we get added accuracy from Shield of Ill Fortune, a boost to Bolstering Mantle with Master of Ill Fortune, and a good debuff with Cloak of Doom. [b]Shiftzerai character sheet[/b] [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Shiftzerai, level 30 Githzerai, Ardent, Talaric Strategist, Harbinger of Doom Build: Enlightened Ardent Ardent Mantle: Mantle of Clarity Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Polearm) FINAL ABILITY SCORES Str 14, Con 14, Dex 14, Int 10, Wis 22, Cha 26. STARTING ABILITY SCORES Str 12, Con 12, Dex 10, Int 8, Wis 12, Cha 18. AC: 45 Fort: 40 Reflex: 40 Will: 42 HP: 171 Surges: 9 Surge Value: 42 TRAINED SKILLS Endurance +22, Athletics +24, Heal +26, Insight +26 FEATS Level 1: Weapon Proficiency (Greatspear) Level 2: Versatile Expertise Level 4: Hafted Defense Level 6: Polearm Flanker Level 8: Alhahn's Mindful Relocation Level 10: Iron Resolve of Zerthadlun (retrained to Fleet-Footed at Level 11) Level 11: Githzerai Mobility Level 12: Armor Proficiency (Scale) Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 16: Bolstering Mantle Level 18: Alacrity of Fortune Level 20: Widened Mantle Level 21: Githzerai Healer Level 22: Epic Alacrity Level 24: Long Step Level 26: Epic Fortitude Level 28: Epic Reflexes Level 30: Iron Resolve of Zerthadlun POWERS Ardent at-will 1: Ire Strike Ardent at-will 1: Focusing Strike Ardent daily 1: Wormhole Plunge Ardent utility 2: Dimension Swap Ardent at-will 3: Prescient Strike Ardent daily 5: Enlightening Pulse Ardent utility 6: Evade Attack Ardent at-will 7: Mindlink Strike (replaces Ire Strike) Ardent daily 9: Passage of Swords Ardent utility 10: Tower of Iron Will Ardent at-will 13: Revelatory Strike (replaces Focusing Strike) Ardent daily 15: Extermination Urge (replaces Wormhole Plunge) Ardent utility 16: Insightful Riposte Ardent at-will 17: Illuminating Strike (replaces Mindlink Strike) Ardent daily 19: Deflecting Disk (replaces Passage of Swords) Ardent utility 22: Borrowed Time Ardent at-will 23: Revelatory Slash (replaces Illuminating Strike) Ardent daily 25: Corona of Battle (replaces Enlightening Pulse) Ardent at-will 27: Dismissive Strike (replaces Revelatory Slash) Ardent daily 29: Violent Spark (replaces Extermination Urge) ITEMS Greatspear, Magic Elderscale Armor +6, Amulet of Protection +6 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] [b]Wingman (defender support)[/b]: The Wingman's job is to stick close to the defender and keep him up and and doing his job. To do this, we need to focus on: a) Our own defense. We'll be right in the thick of things, and if the defender is having to worry about us, neither of us will be doing our job right. This is where the choice of halfling comes in. Second Chances will save our butt once a fight (especially with Halfing Agility), and the Dex boost lets us pick up scale specialization in paragon. We also multiclass warlord to get the extra heal and so that we can pick up Epic Recovery and use our second wind twice. Beyond that, we just spend a lot of feats on defense. b) Healing: Energizing Strike at level 1, which gets replaced by Rewarding Strike -- but our at-will healing powers are only here as back-ups to our Ardent Surge and dailies. Mark of Healing means they grant saving throws as well, and we grab Improved Ardent Surge as well. All our utility powers go to healing as well. We also pick the Argent Soul paragon path to send our healing over the top, though the extended crit range is also nice -- especially since our Epic Destiny, Champion of Prophecy, lets us spend a healing surge (which triggers Bolstering Mantle) whenever we crit. At the end, we drop at-will healing to get more saving throws via Restorative Bastion, since the Champion of Prophecy's Prophetic Renewal means we can regain our daily healing powers. c) Helping the defender defend. The boost to opportunity attack damage is why we take the Mantle of Elation. Distracting Strike and later Diamond Defense Assault give the defender more marks and Ire Strike->Mindlink Strike->Revelatory Slash give them extra attacks (if your defender is a fighter, then giving them attacks also gives them marks, so you should drop Distracting Strike and Diamond Defense Assault and replace them with Demoralizing Strike). Every time they make a saving throw they get a boost to attack from Elation of Fortune, so once again we use Bolstering Mantle to hand out saves whenever we spend a healing surge (though since we're sticking close to the defender, no need to bother with Widened Mantle). The Champion of Prophecy is a great epic destiny, usually over-shadowed by Demigod but much better for ardents. It gives us a stat boost to Con and Cha, and in addition to the healing benefits, the utility power and Unstoppable Prophecy gives us added accuracy. [b]Wingman Character Sheet[/b] [sblock] Wingman, level 30 Halfling, Ardent, Argent Soul, Champion of Prophecy Build: Euphoric Ardent Ardent Mantle: Mantle of Elation Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Light Blade) Prophetic Blessing: Prophetic Blessing Constitution Prophetic Blessing: Prophetic Blessing Charisma FINAL ABILITY SCORES Str 15, Con 24, Dex 16, Int 10, Wis 13, Cha 28. STARTING ABILITY SCORES Str 13, Con 14, Dex 12, Int 8, Wis 10, Cha 17. AC: 47 Fort: 45 Reflex: 42 Will: 43 HP: 181 Surges: 14 Surge Value: 45 TRAINED SKILLS Athletics +20, Insight +21, Heal +21, Endurance +25, Intimidate +29 FEATS Level 1: Shield Proficiency (Light) Level 2: Armor Proficiency (Scale) Level 4: Versatile Expertise Level 6: Mark of Healing Level 8: Halfling Agility Level 10: Student of Battle Level 11: Elation of Fortune Level 12: Armor Specialization (Scale) Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 16: Shield Specialization Level 18: Improved Ardent Surge Level 20: Bolstering Mantle Level 21: Endangering Outrage Level 22: Shield Proficiency (Heavy) Level 24: Epic Recovery Level 26: Epic Reflexes Level 28: Epic Fortitude Level 30: Danger Sense POWERS Ardent at-will 1: Energizing Strike Ardent at-will 1: Ire Strike Ardent daily 1: Implanted Suggestion Ardent utility 2: Mind over Matter Ardent at-will 3: Distracting Strike Ardent daily 5: Fate Exchange Ardent utility 6: Mend Wounds Ardent at-will 7: Rewarding Strike (replaces Energizing Strike) Ardent daily 9: Agony Field Ardent utility 10: From the Brink Ardent at-will 13: Mindlink Strike (replaces Ire Strike) Ardent daily 15: Unchecked Aggression (replaces Implanted Suggestion) Ardent utility 16: Mental Rejuvenation Ardent at-will 17: Diamond Defense Assault (replaces Distracting Strike) Ardent daily 19: Deflecting Disk (replaces Agony Field) Ardent utility 22: Guided Opportunity Ardent at-will 23: Revelatory Slash (replaces Mindlink Strike) Ardent daily 25: Revealed Assets (replaces Deflecting Disk) Ardent at-will 27: Restorative Bastion (replaces Rewarding Strike) Ardent daily 29: Empathic Projection (replaces Fate Exchange) ITEMS Amulet of Protection +6, Magic Elderscale Armor +6, Short sword, Heavy Shield ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] [/sblock] [/b] [/QUOTE]
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