D&D 4E Mellored's Char-Op Builds

mellored

Legend
Pocket Protector

1) Use Persistent Tail on an ally you want to protect.
2) Have the ally charge/move to the enemy
3) Fly after the ally, and hide in it's square.
4) Defender's aura allows you to attack anyone who attacks the ally as an opportunity action.
5) Hammer Hands moves the enemy away, thus negating the attack.
6) Massive defenses makes enemies waste attacks even if you are not hidden.

Alt) Hide in enemies artillery squares.

Alt2a) Hide in an enemy's square, use persistant tail on them
Alt2b) Attack them if they move, follow after.

[sblock=build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Pocket Protector, level 30
Pixie, Fighter (Knight), Kensei, Destined Scion
Knight Option: Shield Finesse
Kensei Focus Option: Kensei Focus Rapier
Epic Heroism Option: Dexterity
Epic Heroism Option: Constitution
Assassin (Assassin Benefit)

FINAL ABILITY SCORES
STR 12, CON 20, DEX 30, INT 10, WIS 12, CHA 20

STARTING ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 10, CHA 13

AC: 48 Fort: 48 Ref: 53 Will: 46
HP: 209 Surges: 14 Surge Value: 52

TRAINED SKILLS
Arcana +21, Endurance +25, Intimidate +25, Stealth +42

UNTRAINED SKILLS
Acrobatics +25, Athletics +16, Bluff +20, Diplomacy +20, Dungeoneering +16, Heal +16, History +15, Insight +16, Nature +18, Perception +16, Religion +15, Streetwise +20, Thievery +25

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Hammer Hands
Fighter Utility: Defend the Line
Multiple Class Attack: Power Strike
Fighter Utility: Poised Assault
Fighter Utility: Cleaving Assault
Assassin Feature: Shadow Step
Fighter Utility 2: Snagging Grip
Arcana Utility 6: Warp in the Weave
Pixie Utility 6: Pixie Invisibility
Fighter Utility 8: Shield Block
Stealth Utility 10: Persistent Tail
Kensei Attack 11: Masterstroke
Kensei Utility 12: Ultimate Parry
Kensei Attack 20: Weaponsoul Dance
Fighter Utility 22: Knight's Valor
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Shield Finesse
Level 1: Melee Training (Dexterity)
Level 2: Light Blade Expertise
Level 4: Improved Defenses
Level 6: Nimble Blade
Level 8: Acolyte of the Veil
Level 10: Skill Focus (Stealth)
Level 11: Killer in the Crowd
Level 12: Deft Blade
Level 14: Superior Will
Level 16: Resilient Focus
Level 18: Stout Shield
Level 20: Encouraging Shield
Level 21: Epic Fortitude
Level 22: Epic Will
Level 24: Epic Reflexes
Level 26: Superior Fortitude
Level 28: Superior Reflexes
Level 30: Shield Specialization

ITEMS
Master's Blade Rapier +6 x1
Heavy Shield x1
Assassin's Cloak +6 x1
Boots of Caiphon x1
Shadowflow Drake Leather Armor +6 x1
====== End ======

[/sblock]

You also have 2 minor action invis, so you can stealth around more.

There's plenty of room to customize.
 

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mellored

Legend
Yakuza NinjIntimiAdin

Killer in the crowd + cunning = stealth on any move, we generate OA's.*
Gnome Nightcloak = enough stealth to hide from vecna.
Paladin = Punish enemies for ignoring what they can't find.
Yakuza = Super accurate OA's, and scare someone out of battle.
Githyanki Silver + Fear Catcher = Intimidate everyone, even the gods (vecna on 3).

Reventant invulnerability = kinda tacked onto the end.  (+9 to save vs dazed, +4 vs everything else).

*Drawn Shadows + Enshrouding candle is the backup, in case you DM want's to play with RAI.

build
[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======
Intimidationinjadin, level 30
Revenant, Paladin/Rogue, Gnome Nightcloak, Destined Scion
Hybrid Paladin Option: Hybrid Paladin Will
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Epic Heroism Option: Dexterity
Epic Heroism Option: Charisma
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Choose your Race in Life: Gnome
Theme: Yakuza
Wandering Duelist (Wandering Duelist Benefit)

FINAL ABILITY SCORES
STR 15, CON 13, DEX 28, INT 12, WIS 10, CHA 28

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 10, WIS 8, CHA 16

AC: 43 Fort: 36 Ref: 46 Will: 44
HP: 171 Surges: 9 Surge Value: 42

TRAINED SKILLS
Acrobatics +38, Bluff +35, Intimidate +43, Perception +20, Stealth +46, Thievery +29

UNTRAINED SKILLS
Arcana +22, Athletics +31, Diplomacy +24, Dungeoneering +15, Endurance +18, Heal +15, History +16, Insight +15, Nature +15, Religion +16, Streetwise +24

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Paladin Feature: Divine Challenge
Assassin Feature: Shadow Step
Rogue Attack 1: Sly Flourish
Paladin Attack 1: Virtuous Strike
Gnome Nightcloak Attack 11: Shadowstride Rebuke
Gnome Nightcloak Utility 12: Cover of Night
Gnome Nightcloak Attack 20: Tumultuous Shadowflow
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Hybrid Talent
Level 2: Improved Cunning Sneak
Level 4: Risky Shift
Level 6: Versatile Duelist
Level 8: Versatile Expertise
Level 10: Acolyte of the Veil
Level 11: Killer in the Crowd
Level 12: Improved Defenses
Level 14: Skill Focus (Intimidate)
Level 16: Psychic Lock
Level 18: Superior Will
Level 20: Two-Weapon Fighting
Level 21: Two-Weapon Flurry
Level 22: Weakening Challenge
Level 24: Ghostly Vitality
Level 26: Restless Dead
Level 28: Resilent Focus
Level 30: Duelist's Panache

ITEMS
Coif of Focus x1
Armor of Dark Majesty Mantle Armor +6 x1
Life Charm +6 x1
Kingslayer's Curse - Fearsome Reputation
The Fearcatcher +3
Githyanki Silver Longsword +6 x1
Magic Dagger +6 x1
Lightstep Slippers x1
Iron Armbands of Power (epic) x1
====== End ======
[/sblock]
Dependant on Silver Longsword, fearcatcher, Kingslayer's Curse (if you want to intimidate above level) and any item bonus to stealth or intimidate.  Might be possible to get some extra damage with some rearranging.
 

mellored

Legend
Chargeburgler with cheese

hamburglar.jpg


Take lean cut of charge patty, wrap it in a nice warm stealth bun, topped with shardar-cheeze, and served with a side of revenant fries.

You're choice of toppings includes, DPR, Nova, or Extra Stealth.

[sblock=build]====== Created Using Wizards of the Coast D&D Character Builder ======
Chargeburgler with cheese, level 16
Revenant, Sorcerer/Rogue
Sorcerous Power Option: Sorcerous Power Dexterity
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Cunning Sneak (Hybrid)
Choose your Race in Life: Shadar-kai
Cursed (+2 to Stealth)
Theme: Guardian

FINAL ABILITY SCORES
STR 11, CON 13, DEX 22, INT 9, WIS 13, CHA 22

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

AC: 27 Fort: 22 Ref: 28 Will: 28
HP: 100 Surges: 7 Surge Value: 25

TRAINED SKILLS
Acrobatics +19

UNTRAINED SKILLS
Arcana +7, Athletics +8, Bluff +14, Diplomacy +14, Dungeoneering +9, Endurance +11, Heal +9, History +7, Insight +11, Intimidate +16, Nature +9, Perception +11, Religion +7, Stealth +16, Streetwise +14, Thievery +14

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Revenant Utility: Dark Reaping
Assassin Feature: Shadow Step
Sorcerer Attack 1: Dragonfrost

FEATS
Level 1: Hybrid Talent
Level 2: Reaper's Touch
Level 4: Improved Cunning Sneak
Level 6: Risky Shift
Level 8: Acolyte of the Veil
Level 10: Ki Focus Expertise
Level 11: Drawn Shadows
Level 12: Roundabout Charge
Level 14: Mark of Sentinel
Level 16: Disciple of Death

ITEMS
Shadow Master Ki Focus +3 x1
Avalanche Boots x1
Eagle Eye Goggles (paragon tier) x1
Belt of Sonnlinor Righteousness (heroic tier) x1
Haunted Kestrekel Feather Armor +3
Periapt of Recovery +3 x1
Enshrouding Candle x1
Dagger x1
====== End ====== [/sblock]

So...

Move: Shift 2 squares away and hide.
Standard: Charge anywhere, attack range 10 (or melee).
Free: Shift 2 and hide (next to an enemy).

OA: Attack.
Free: Shift 2 and hide.

I don't plan on building the rest, since what's best depends on your party but...
Powers... This is really build around charging with dragon frost most of the time, so you want to compliment that.  For the rogue side, you want off action attacks on the rogue side (low slash) to give you some nova and let you get SA.  For the sorcerer side, i suggest AOE's (for minions), or other utility (prone for flyers).  I'm not that familar with them.

PP.... acadamy master is a good default.  But there's plenty of other options.
ED...  Destined Scion is the default, but again, there are other options.
 

mellored

Legend
Chargeburgler (cont)

Monkeygentalman was kind enough to give an overview.
Lets see what tricks you threw in here...

Reaper's Touch with Dragonfrost gives you an RBA/MBA, roundabout charge lets you charge in any direction (even away from your target) as long as you get in hitting range for the MBA, which is now range 10. 

Enshrouding Candle + Drawn Shadows gives you permanent concealment, Cunning Sneak + Improved Cunning Sneak lets you use that to hide in plain sight as long as you move two squares.

Avalance Boots let you shift one square after a charge (two with Risky Shift), which with concealment lets you roll for hidden immediately after you charge. Mark of Sentinel lets you do the same thing for OAs. That means you can regain stealth immediately after losing it by attacking. Shadow Master Ki Focus gives extra damage for being hidden as an extra bonus.

Standard revenant cheese, Disciple of Death, Haunted Armor and Periapt of Recovery for +9 to death saving throws and Belt of Sonnlinor Righteousness for Resist 20 all damage below zero. 

It's a solid package. Defenses aren't great, but +3 from hidden helps (-2 for CA).

+23 (24 charge) vs Ref = .65, roll twice = 0.8775
1d8+24 = 28.5
Crits: 3d8+3.5 = 17  * .1 = 1.7

DPR @16 = 26.7 Of course, there's alot of items (serpintine bracers) and stuff (lasting frost) that can be added.

This also doesn't count any OA's, so posibly double it.
 

mellored

Legend
Void Defender

Void defender.  Gives enemies a penalty for not attacking him.  Then promptly goes away.

Show
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Void Defender, level 29
Genasi, Fighter/Warden, Scion of Absence, Reincarnate Champion
Hybrid Talent Option: Warden's Armored Might
Guardian Might Option: Wildblood
Hybrid Warden Option: Hybrid Warden Fortitude
Epic Vitality Option: Epic Vitality Strength
Elemental Manifestation Option: Voidsoul
Past Spirit Option: Past Spirit (Shadar-kai)
Past Spirit Option: Past Spirit (Tiefling)
Theme: Gladiator

FINAL ABILITY SCORES
STR 28, CON 14, DEX 12, INT 16, WIS 24, CHA 10

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

AC: 33 Fort: 35 Ref: 29 Will: 32
HP: 198 Surges: 11 Surge Value: 49

TRAINED SKILLS
Intimidate +21, Nature +30

UNTRAINED SKILLS
Acrobatics +13, Arcana +19, Athletics +21, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +16, Heal +23, History +19, Insight +23, Perception +23, Religion +19, Stealth +13, Streetwise +16, Thievery +13

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gladiator Feature: Disrupting Advance
Genasi Racial Power: Void Assumption
Genasi Racial Power: Ashfall Evasion
Fighter Attack: Combat Challenge
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Druid Feature: Wild Shape
Shadar-kai Racial Power: Shadow Jaunt
Dwarf Racial Power: Dwarven Resilience
Fighter Utility 2: Glowering Threat
Fighter Attack 7: Come and Get It
Druid Utility 10: Feywild Sojourn
Seeker Utility 10: Feywild Jaunt
Scion of Absence Attack 11: Glimpse of the Void
Scion of Absence Utility 12: Wearing the Void
Scion of Absence Attack 20: Voidsoul Infliction
Fighter Utility 22: Undeniable Challenge
Fighter Attack 23: Warrior's Urging
Reincarnate Champion Utility 26: Swift Reincarnation
Warden Attack 27: Blood of Nature's Foes

FEATS
Level 1: Hybrid Talent
Level 8: Initiate of the Old Faith
Level 10: Acolyte Power
Level 11: Daunting Challenge
Level 12: Vital Form
Level 18: Extra Manifestation
Level 21: Dual Manifestation
Level 21: Shadow Exile
Level 22: Keep Them Close
Level 24: Wild Surge
Level 26: Secrets of Belial

ITEMS
====== End ======
[/sblock]

Penalties:
Marks (3 aoe, and a free action 1/turn).  -3.
Glowering threat (minor) = -5.
Second Wind (minor, recoverable with a 2 minors on seperate turns, requires mark) = -7
Undeniable Challenge = can't attack (requires mark).
*note that they all stack, though you probably want to spread them out.

Way's to disapear:
Void Assumption (minor, recharge with an AP).
Feywild Sojourn (move, can use second wind/wild shape while gone).
Shadow Jaunt (move).
Feywild Jaunt (move).
Ashfall Evasion (reaction, need to get hit).

An example battle will go...

1) Warrior's Urging->wild shape (second wind)->void assumption = burst 4, enemies are at -10 and slowed.
2) Wild shape (recover and use second wind)->Come and Get it->shadow jaunt = burst 3, enemies are at -10 and slowed.
3) Blood of Nature's Foes->glowing threat->fey wild sojourn = burst 2, enemies are at -8 and slowed.
4) At-Will->free mark->Undeniable challenge->Feywild Jaunt = 2 enemies can't attack.

Of course, depending on the number of enemies, you might want to alter the order (i.e use undeniable challenge against a solo on turn 1).

Completely item (and to-hit) independent.  And there's plenty of left over feats to play with (like expertise, improved defense, or durable).

It's also worth noting that the paladin's mark doesn't require you to be anywhere nearby.  Not that this build takes advantage of it, but it could make a good alternative (justicar PP also rocks).
 

mellored

Legend
Scy and Die (gnome in a box)

garden_gnome_tragedy.jpg

Thanks poyodiablo for the pic.

Generall Strategy.

1) Tell your party that you'll scout ahead, while you roll a stealth check (don't go in).
2) Free: Summon your spirit 20 squares ahead.
3) Move: Send your spirit 11 squares into the next room(s).  *
4) Standard: Attack anyone your spirit can see and remain hidden.
5) Make a Bluff check to avoid laughing to loud while monsters scramble to find the source of the damage.
6) Repeat 3-5 times (till you run out of rogue encounter powers)
7) Send allies charging in with Spirit of the Ram, use glaoming cut, or take a short rest.

*Yes, the spirit will end because it's out of range, but only at the end of the turn, which gives us enough time to attack from it.

Trojan Horse Strategy (thanks to monkey gentlemen)

1) Get in a box  like this...
___
|    |
|g|

3) Have an ally who took training in basket weaving make it very pretty (perhps make it look like a seashell)
4) Have an ally who's trained in bluff give the box as a gift.*
5) Kill things, while staying safe in the box.
6) If they look in the box, chamelion and hide in plane sight will keep you safe.

* Assistance of the Strong Spirit could carry the box.

[sblock=Scry and Die]====== Created Using Wizards of the Coast D&D Character Builder ====== Scry and Die, level 30
Gnome, Shaman/Rogue, Keen Eagle, Cosmic Soul
Companion Spirit (Hybrid) Option: Watcher Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Fortitude
Hybrid Talent Option: Rogue Combat Talent
Rogue Combat Talent Option: Rogue Weapon Talent (Hybrid)
Arcane Agent (+2 to Stealth)
Theme: Seer

FINAL ABILITY SCORES
STR 12, CON 13, DEX 28, INT 14, WIS 22, CHA 10

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 14, CHA 8

AC: 43 Fort: 33 Ref: 42 Will: 36
HP: 170 Surges: 7 Surge Value: 42

TRAINED SKILLS
Acrobatics +31, Athletics +21, Insight +28, Perception +31, Stealth +47, Thievery +29

UNTRAINED SKILLS
Arcana +19, Bluff +17, Diplomacy +15, Dungeoneering +21, Endurance +16, Heal +21, History +17, Intimidate +15, Nature +21, Religion +17, Streetwise +15

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Seer Utility: Cast Fortune
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Monk Feature: Centered Flurry of Blows
Rogue Attack 1: Gloaming Cut
Shaman Attack 1: Wrath of Winter
Rogue Utility 2: Fleeting Ghost
Rogue Attack 3: Shadow Steel Roll
Shaman Utility 6: Sudden Restoration
Rogue Utility 6: Chameleon
Keen Eagle Attack 11: Winged Spirit Strike
Keen Eagle Utility 12: Hunting Eagle
Rogue Attack 13: Fitting Demise
Rogue Utility 16: Hide in Plain Sight
Keen Eagle Attack 20: Flurry of Spirit Talons
Shaman Utility 22: Natural Rebirth
Shaman Attack 23: Spirit of the Ram
Cosmic Soul Utility 26: Merge with the Cosmos
Rogue Attack 27: Perfect Sniper

FEATS
Level 1: Monastic Disciple
Level 2: Fading Spirit
Level 4: Spirits of Stealth
Level 6: Ki Focus Expertise
Level 8: Light Blade Expertise
Level 10: Fluid Motion
Level 11: Nimble Spirit
Level 12: Mobile Spirit
Level 14: Shadow Skulk
Level 16: Backstabber
Level 18: Midnight Blade Student
Level 20: Hybrid Talent
Level 21: Untraceable
Level 22: Nimble Blade
Level 24: Skill Focus (Stealth)
Level 26: Epic Resurgence
Level 28: Reserve Maneuver
Level 30: Weapon Focus (Light blade)

ITEMS
Shadow Master Ki Focus +6 x1
Lightstep Slippers (epic tier) x1
Dagger x1
Shadowflow Mantle Armor +6 x1
Shadow Band (epic tier) x1
Assassin's Cloak +5 x1
Girdle of the Umber Hulk (epic tier) x1
Lenses of the Luminary (epic tier) x1
Serpentine Bracers (paragon tier) x1
Shadowdancer's Gloves (paragon tier) x1
====== End ====== [/sblock]

Key components:
Keen Eagle PP:  Let's us use ranged attacks though the spirit.
High Stealth: Let's us hide, so they won't know where it comes from.
Rogue Powers: Let's us remain hidden.   After which, we'll re-hide.
Fading Spirit: Let's the spirit remain hidden, so they REALLY don't know where it comes from.

The rest is spirit movement, more stealth, and damage.  The ED just let's us be ridiculous with ranged sight, but could be swaped for something else, such as thief of legends.

Oh, and you act as a backup healer.
 

mellored

Legend
Indestructible

Aimed to be as indestructible as possible.

"Resist" 8 from swarm (ranged and melee. stacks)
"Resist" 13 from deathless warror (close and melee, stacks)
Resist 30 all  (51 total from melee)
Insubstantial
17 THP when hit (1/round)
+18 (+2 per save) to Death Saves = 59 HP at the end of every round as needed.
+2 to all defenses each turn you are below 0.

*The "resist" stack.  And most of the stuff is only active below 0. 

Make 15 protective scrolls worth 59 HP and +5 to all defenses for your allies at the beginning of the day.  You won't need the surges.

build
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ====== Indestructable, level 30
Revenant, Runepriest/Druid, Horizon Walker, Raven Consort
Runic Artistry Option: Serene Blade
Hybrid Druid Option: Hybrid Druid Will
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Swarm
Choose your Race in Life: Shadar-kai
Scorned Noble (Scorned Noble Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 12, CON 26, DEX 15, INT 10, WIS 26, CHA 12

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10

AC: 47 Fort: 45 Ref: 40 Will: 49
HP: 206 Surges: 15 Surge Value: 61

TRAINED SKILLS
Endurance +30, Insight +28, Perception +28, Stealth +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +23, Heal +23, History +15, Intimidate +20, Nature +23, Religion +15, Streetwise +18, Thievery +17

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Revenant Utility: Dark Reaping
Runepriest Feature: Rune of Mending
Druid Feature: Wild Shape
Hunter's Quarry Power: Hunter's Quarry
Druid Attack 1: Savage Rend
Runepriest Attack 1: Rune of the Undeniable Dawn
Druid Utility 2: Warding Wind
Runepriest Utility 6: Banner of Alliance
Runepriest Utility 10: Protective Scroll
Druid Utility 10: Clear the Chaff
Druid Utility 10: Goodberry
Horizon Walker Attack 11: Worldly Strike
Horizon Walker Utility 12: Fey Strider
Druid Attack 13: Claws of Retribution
Druid Attack 15: Jaws of Ice
Insight Utility 16: Insightful Riposte
Runepriest Attack 17: Word of Healing Assault
Druid Attack 17: Infiltrating Drone
Horizon Walker Attack 20: Elemental Chaos Smite
Druid Attack 25: Primal Panther
Raven Consort Utility 26: Vitality Eternal

FEATS
Level 1: Hybrid Talent
Level 2: Restless Dead
Level 4: Disciple of Death
Level 6: Superior Will
Level 8: Superior Fortitude
Level 10: Lightning Reflexes
Level 11: Warrior of the Wild
Level 12: Toughness
Level 14: Staff Fighting
Level 16: Hafted Defense
Level 18: Stormhawk's Vengeance
Level 20: Staff Expertise
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Second Skin
Level 26: Timely Respite
Level 28: Skill Power
Level 30: Death's Blessing

ITEMS
Defensive Quarterstaff +6 x1
Periapt of Recovery +6 x1
Haunted Nightmare Hide Armor +6 x1
Boots of Quickness (paragon tier) x1
Circlet of Indomitability (paragon tier) x1
Ring of Circling Fangs x1
Death Song Ring x1
Belt of Sonnlinor Righteousness (epic tier) x1
Antipathy Gloves x1
Bracers of Mighty Striking (epic tier) x1
Eager Hero's Tattoo (paragon tier) x1
Book of Five Truths (The Fourth Truth)
Mad Monkey Wobbles
Reflexive Psychic Shroud (heroic tier)
Plague of the Dragon's Altar (paragon tier)
Power Jewel
Nolzur's Inkwell
Enshrouding Candle
Darkskull
Eye of Prophecy
Bahamut's Protective Ward (level 13)
Spirit of Wind (heroic tier)
Abalach-Re's Deception (heroic tier)
Davros Elden's Hasty Resurgence
Kingslayer's Curse - Fearsome Reputation
Melora's Storm Blessing (level 3)
Iron Hand Anvil Breaker
Northern Fist Paralyzing Point
Iron Hand Unbreakable Form
Five Stars Five Strikes
Battle-Scarred Champion (paragon tier)
Corellon's Boon of Arcane Might (level 8)
====== End ======[/sblock]

Obviously this is way too overkill for any normal, or even most char-op game.
 

mellored

Legend
Sir Robbin

Charge away 10 squares (max 25 squares), deal 14.5/24/32.5 push 5 and slow (no attack roll).  And still use our move (run further) and minor (wizard fury / quickened spellcasting).

The core trick...

1) Round About Charge (rogue, 11, acrobatics).  Each square need not be closer.
2) Reapers Touch (shardar-kai).  Gives you an MBA with range (20).
3*) Magic Missile.  Magic missile is guaranteed, and close enough to stat independent.
*Works with other powers (Dragonfrost has a yummy push 1), but this is focusing on MM build, so we don't have to worry about "hitting".

Sir Robin
[sblock]
Shadar-kai Mage|Fighter/Rogue.
Background: Acrobatics
PP: Daring Acrobat
ED: Archmange  (Archspell = Wizard's Fury)

Stat's really don't matter, as Int only adds a bit of damage, and we can always slap on scale.

Feats:
1: Reaper's Touch
2: Hybrid Talent (armor)
4: Fast Runner
6: Shield Push
8: Powerful Charge
10: Twilight Adpet
11: Roundabout Charge
12: Hindering Shield
14: Repel Charge
16: Nible Runner
18: Far Spell
20:?
21: Quickened Spellcasting (magic missile)

Powers:
Magic Missile
Wizard's Fury

Items:
Horned Helm.
Master's Wand of Magic Missile.
Badge of the Beserker.
Ring of Ramming (x2)
Rushing cleats
[/sblock]
 

mellored

Legend
Death's Gatekeeper

Lulu___Final_Fantasy_X_by_VideoGameWaller.jpg


You do not pass though the gates of death without my persission.


Make your entire party "unkillable" @ level 11 (and somewhat difficult to kill from level 1).

[sblock=the trick]
1) Unnatrual Mantle keeps allies concious while below 0.*
2) Enough bonuses to Death Saving Throws to prevent them from failing (+9 @ lvl 11).
3) Assured Healing let's you bring someone to back from negitives to positives at-will (unless you hit).
4) Plenty of encounter/daily based healing options, for when more then 1 person is below 0, or you hit with astral seal.
5) If no one needs healing, you can grant attacks.
6) Gain Extra minons, err, i mean allies to do your bidding.**

*Note that there's some rule's abiguity on what the "first death save" means.  CS has ruled that it means each time you drop below 0.  Other readings increase the time your allies spend unconcious, but you should still prevent people from dying.

** More rules issues with how Unnatrual Mantle works with monsters-that-are-allies.  I assume it doesn't, but it's possible to read it as game breaking "never die while close to you" minions, since nothing say's monsters make death saves, or die at negitive bloodied.
[/sblock]

Item indepenant, but a bonus/reroll to death saves would is suggested.  (you have +7 without items).

Note that you arn't proficenct in plate, but your intentionally taking a penalty to attacks (or at least 1 of them), and the AC is nice.

There are a few open feats for expertise if don't like "lazy" builds, or want to cutomize it a bit.

The theme, assured healing, and your base minors, will likely be enough healing for most parties, (unless they are all defenseless strikers).  So there's plenty of room for custimizing powers as well.

[sblock=full build]
Note that at level 6, you take Templar's Domain for Sun Domain (+2 to everone's DST).  For some reaons, the builder won't list it.

====== Created Using Wizards of the Coast D&D Character Builder ======
Death's Gatekeeper, level 30
Revenant, Ardent/Cleric, Zealous Demagogue, Topaz Crusader
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Cleric Option: Healer's Lore
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Bound to Greatness Option: Charisma
Choose your Race in Life: Dwarf
Wandering Duelist (Wandering Duelist Benefit)
Theme: Knight Hospitaler

FINAL ABILITY SCORES
STR 10, CON 22, DEX 14, INT 16, WIS 15, CHA 28

STARTING ABILITY SCORES
STR 8, CON 14, DEX 10, INT 14, WIS 13, CHA 16

AC: 48 Fort: 43 Ref: 37 Will: 46
HP: 179 Surges: 13 Surge Value: 44

TRAINED SKILLS
Arcana +29, Bluff +29, Insight +24, Intimidate +47

UNTRAINED SKILLS
Acrobatics +15, Athletics +13, Diplomacy +26, Dungeoneering +17, Endurance +21, Heal +19, History +18, Nature +17, Perception +17, Religion +18, Stealth +15, Streetwise +24, Thievery +15

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Revenant Utility: Dark Reaping
Ardent Feature: Ardent Surge
Cleric Utility: Healing Word
Dwarf Racial Power: Dwarven Resilience
Cleric Attack 1: Astral Seal
Cleric Utility 2: Return from Death's Door
Cleric Attack 5: Servitude in Death
Ardent Utility 6: Mend Wounds
Ardent Attack 7: Forward-Thinking Cut
Cleric Utility 10: Recall Ally
Zealous Demagogue Attack 11: Fanatic Charge
Zealous Demagogue Utility 12: Imperiled Leader
Ardent Utility 16: Mental Rejuvenation
Cleric Attack 17: Life-Stealing Light
Cleric Attack 19: Shackles of the Grave
Zealous Demagogue Attack 20: Sudden Conversion
Cleric Utility 22: Revive
Ardent Attack 23: Revelatory Slash
Topaz Crusader Utility 26: Topaz Corona

FEATS
Level 1: Unnatural Mantle
Level 2: Harbinger of Rebirth
Level 8: Disciple of Death
Level 10: Bardic Ritualist
Level 10: Ritual Caster
Level 11: Assured Healing
Level 12: Widened Mantle
Level 14: Bolstering Wind
Level 16: Past Soul
Level 18: Improved Defenses
Level 20: Mantle of Caution
Level 21: Ghostly Vitality
Level 21: Icon of Hope
Level 22: Death's Blessing
Level 24: Stormhawk's Vengeance
Level 26: Shield the Fallen
Level 28: Skill Focus (Intimidate)
Level 30: Arcane Familiar

ITEMS
Periapt of Recovery +6 x1
Verve Plate Armor +6 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Ritual Book
Kingslayer's Curse - Fearsome Reputation
Ring of Circling Fangs x2
Iron of Spite x1
Chieftain's Trident +1 x1
Boots of Teleportation x1
Battle Standard of Healing
Gloves of the Healer (epic tier) x1
Singing stick of Healing +6 x1
Symbol of Victory +2 x1
Bracers of Mental Might x1
Tattoo of Bloodied Chains (epic tier) x1
====== End ====== 
[/sblock]

[sblock=heroic breakdown]
STR 8, CON 14, DEX 12, INT 14, WIS 13, CHA 18 

You actually have alot of fexibility with the stats since you don't "need" to attack.  You only need 13 Cha to have positive Assured Healing, and 13 Wis for Diciple of Death.  You also want a to keep either Wis or Str minimum.  Depending on weather you want to use Astral Seal, or Recovery Strike.  Astral seal has range, but recovery strike is less accurate (vs AC), and let's you pump Wis for healing more effects.

Personally I keep Cha up to use social skills (intimidate), Con for toughness, and a little Int for Bardic Ritualist.

Theme:
Knight Hospitiliter:                  Normaly interups > reaction. are better, and Wis isn't that much healing.  But it's perfect for this build.  Someone drops from 10 to -20, then you bump them back to 4.

Powers:
At-Will:
Ire Strike (retrain @ 23)           What you do when no one needs healed (save 1 PP).
Astral Seal / Recovery Strike    Not much use till level 11.

Encounter:
Power Points (lvl 1):                 You need 1 for your mantle to work, so take the PP hybrid option.
Prophetic Guidance (lvl 3, retrain @ 17):   A nice set-up power for your allies, but really anything can go here.
Forward Thinking Cut (lvl 7):    Augment 2 grants 2 attacks.  Possibly let's you charge (save 1 PP).

Dailies:  I'm including both "free attack" (mostly ardent) and "healing*" ones(mostly cleric).  You can mix and match depending on your group.
*Moment of Glory (1):              "I win" at low levels.
Implant Suggestion (1):           Not amazing, you need an ardent power.
*Consecrated Ground (5):       "I win" at any level.
Passage of Swords (9):            Lot's of extra attacks, if everyone is clumped.
Spacial Anomoly (9):                 Extra attacks, with easier positioning.

Utility:
Return From Death's Door (lvl 2):   1/day emergency heal.  Usefull even at high levels with range 20.
Mend Wounds (lvl 6):                     An extra surge for someone.
Recall Ally (lvl 10):                          Helps keep people within 5 of you.

Level 1: Unnatural Mantle        The core feat we abuse (save 1 PP).
Level 2: Harbinger of Rebirth   The biggest boost to Death Saving Throws we can give.
Level 4: Superior Will (retrain @21) Gives yourself a chance to keep actions.
Level 6: Templar's Domain       +2 more, for you and your allies.
Level 8: Diciple of Death          Save a bit of your own skin.
Level 10: Bardic Ritualist          Cause i want rituals.  But really this is open.
[/sblock]

[sblock=paragon breakdown] 
PP options:  

Zealous Demagogue:  +1 to (death) saves, attacks, and defenses.  Nice enounter, and utlity too.  The daily is a bit lackluster without Wis, but at least it's worth the action.  Note that you need to wait for icon of hope to give +9 to death saves (or allies can get +1 on their own).

Voice of Thunder (bard): For the +2 to Death Saves.  The AP feature is useful with some of your daily zones, and the daily can be used to kill minions.  It's possible to use the encounter as well.  The level 16 feature is pretty much useless.

If you can convince your allies to wear a periphat of recovery or verve armor (they don't need both), there are better PP's to take, such as catalyst or divine oracle.

Powers:
Encounter:
Life-Stealing Light (17)             You can miss a few enemies at once, thus heal a few allies at once.

Daily:
Servitued in Death (15):          More minions = more people to grant attacks to.
*Aura of Astral Radiance:         If you want a second "i win" button.
Shackles of the Grave (19):      Harder to get the one you want, but you can heal it.
*Uconquerable/Indombitable Spirit (19):   Another mass surgeless heal.
Beacon of Doom (19):               One of the few cleric powers to grant attacks.
Reactive Jaunt (19):                  Grant's YOU attacks, but should happen pretty often.

Utility:
Mental Rejuviation (16):            Large area mass surgless heal.

Feats:
Level 11: Assured Healing        Combo with Astral Seal/Recovery Strike for "at-will" surgeless healing.
Level 12: Widened Mantle        Allies within 10 stay up, though they can fail DSTs at that range (encourage them to move closer).
Level 14: Mantle of Caution      Help your allies avoid status effects.
Level 16: Bolstering Wind         A burst 10 encounter surgeless heal (well surgless for your allies).
Level 18: Past Soul                   Combo's with the above, and the reason your a dwarf.
Level 20: Improved Defenses   Help avoid some status effects.
[/sblock]

[sblock=Epic breakdown]
ED: Topaz Crusader, taken for the immunity to alot of effects, including daze.  The level 30 feature shouldn't come into play much, since you always want to keep 1 PP.

Powers:
At-Will:
Revelatory Strike(23):                A range upgrade for Ire Strike.

Daily:
*Bountiful Portent(25):              Even more mass surgeless healing, but from your ardent half.
Violent Spark (29):                     Easier to manage then Passage of Swords.
*Breath of the Stars (29):          A final mass surgeless heal.

Util
Revive(22):                                Cause sometimes a brute will crit a wizard

Level 21: Ghostly Vitality            To ensure you don't die.
Level 21: Icon of Hope               Small bonus, but good range.
Level 22: Stormhawk's Vengeance  Hurt me, i dare you.
Level 24: Shield the Fallen          Good bonus, but small range.
Level 26-30: ???                         Open for whatever, like expertise, shared healing, death's blessing or intimidate.
[/sblock]

[sblock=heals]
Astral Seal: Standard, you need to miss.

Healing Word: Surge, heals everyone else with battle standard of healing.
Ardent Surge: Surge, heals everyone else with battle standard of healing.
Second Wind: Surge for yourself, heals everyone in the aura.
Hospitaliter: reaction, to someone dropping below 0.
Hospitaliter: reaction, to someone dropping below 0 (second use).
Life-Stealing Light: Standard, heals for each enemy you miss in the burst.

Return from death's door: Surge, Immidiate.
Mend Wounds: Surge value.
Mental Rejuviation: Surge value for all, or 2x surge value for 1 , standard
Revive: 2xSurge value, standard, works on dead people
Topaz Corona: regen 19 for all.
[/sblock]

[sblock=a few things to encourage your allies to...]
Be a minotaur (free attacks)
Be a dragonborn (+1 to hit)
Be a deva (Potent Rebirth, Upright revival)
Take the Iron Wolf theme (free attacks)
Take agile recovery, or acrobat boots (for the occasional, brief unconciousness).
Take Stormhawk Vengence (free damage)
Take Wrath of Defeat (free attack).
Use Belt of Sonnlinor's Rightouness (awsome resist)
Use a battlecrazed weapon (bonus damage)
Or any other "while bloodied" or "when droped below 0" thing.
[/sblock]


I actually wrote up a background for this one.
[sblock=background]
It's not so much that she's evil (though not entirely good), but she started out as an undertaker and taxadermist, who got into necromancy to help preserve the bodies, or to let someone say a final few words, or to have a favorit pet wag it's tail.  This was well recived, and she was happy to help consol people (not upset about the coin she made either).  She actually had a few nobles set up arrangements for how they wanted to be when they died.  She thought them pompus, but the coin was good, so why not?  She spent more time researching and developing her techniques.

Then, one night she awoke to a sudden pain across her throat.  Waking up she saw a man holding a razor standing above her.  The razor and her neck where covered by something wet and sticky.  She could see the emblem of the raven queen tatoo'd on his face and printed on his cloak.  As the blood started to soak her shirt, the man smiled, and silently slipped out the window.  As panic slowly enveloped her, she scrambled to find a way to survive, but darkness encroached too quickly.

Somewhere in the darkness a door opened, and the raven queen stood behind it, with a cold smile on her face.  "You are dead" the queen said coldly "You are mine".
"No". She heared herself say with surprising calm, "I will never be yours", and she slammed the door shut, pressing herself against it to keep it closed.
"You cannot wait forever" the queen said with some annoyance.
"Neither can you" she replied, as she started to worked her magic to animated her body.
"I am the queen of the dead" she laughed "of course i can".
"Then i will remove you from the throne" she fearfully retorted, struggling to keep the small pieces of her body alive, and quickly replacing those that failed.
"You don't have a fraction of the power to do so" the queen said in anger.
"Then i will find someone who can" she replied.  Leaving the door and the darkness behind before the queen could reply.

She awoke in her bed, he body cold, and the blood dried.  It was near sunset, but day's or even weeks could of passed.  Eventually she knew she would be discovered by the raven queens followers again.  So she gathered what she could, put someone else corpse in her bed, set fire to her place, and ran.

Her name, is Vecna. 
[/sblock]
 

mellored

Legend
battlemind mc prone-daze

Your fully loaded battlemind polearm build.

dwarf_goliath2.jpg

thx poyodiablo for the dwarf-goliath.  Which is totally not a revenant deva. 
all-right.gif


You have an at-will daze, usable as an OA, which slides 2 prones, and allows you to shift 2 (but crap damage).
You have an at-will "better then immobilize", usable as an OA, which slides 2, prones, and allows you to shift 2.
You can OA anyone who comes adjacent.
You can interupt attacks against allies, which slides 2, prones, and allows you to shift 2, likely negating the attack.
You're mindspike can interupt attacks against allies, which slides 1, likely negating the attack.
You don't die very easily, and are immune to many status effects.

You are not a striker.
[sblock=heroic]
Revenant:   Revenant are the toughest, and come with the right stat.
Past Life: Deva:   Stictly for Potent Rebirth, but going goliath and grabbing their PP is also a prime option.
Battlemind: It has all the awsome at-will attacks.
Background: Acane Student Who Saw Too Much:  Gives us a litttle more edge is shaking off our revenant daze.  Becomes obsolete in epic.

STARTING ABILITY SCORES
STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10:  Con for attacks, Str/Dex/Wis are for polearm feats, and mobile warrior in epic.  If your starting in epic, starting with 18 Con would be better.

Feats:
Level 1: Melee Training Con -> @11 Heavy Blade Expertise:  Feat tax (for battlemind anyways) replaced by feat tax.
Level 2: Disciple of Death:              Toughness.
Level 4: Superior Will -> @21 Improved Defense:   Let's us keep more actions.
Level 6: Mark of Storm                    A core piece of the build.  We now slide on every attack.
Level 8: Stormhawk's Vengeance   Gives us some retaliation damage.
Level 10: Wrathful Warrior              Prereq for all our Polearm feats.

At-Will Powers:  Level 1 power's are not build centric.  I like Conductive Defense and Iron Fist to start with.
Level 3: Loadstone Lure:  Our "better then immobilize".  Draw enemies away from allies, or attack and shift away to "stun" them.
Level 7: Lightning Rush: A big winner.  We now interrupt attacks against allies, and slide them away from ourselves.

Utility:  Nothing build centric here.

Dailies:  Again, nothing build centric but...
Level 5: Nightmare Vortex:  This is an amazing power that will be upgraded to slide 2 and prone every enemy with 3 at the start of their turn.
[/sblock]

[sblock=Paragon]
Paragon Path:  Lyander Wind Rider:  Mostly for the +1 to hit, since we're all about status effects, but the +Con to damage is pretty nice too.
*Goliath's Stoneblessed:  Looks pretty impressive as well with more range and an encounter threatening reach, but we'd potent rebirth for it.  Still a good option.

Feats:
Level 11: Heavy Blade Opportunity:  Add "As an OA" to all your powers.
Level 12: Polearm Momentum:          Add "and Prone" to all your powers.
Level 14: Polearm Gamble:               You now have more ways to trigger an OA.
Level 16: Potent Rebirth:                  Accuracy.
Level 18: Deadly Draw:                    More accuracy.
Level 20: Restless Dead:                  Even More accuracy.

At-Will: Keeping lightning rush and loadstone lure, we add...
Level 13: Intellect Snap:  Removing enemy actions keeps allies safe.

Powers:  No daily or utility powers are build centric, but...
Level 19: Indomitable Presence: Will prone people who hit you.
[/sblock]

[sblock=Epic]
ED: Topaz Cursader: Prevent's us from loosing our interupt actions.

Feats:
Level 21: Ghostly Vitality:             We've got no issue staying below 0 now.
Level 22: Mobile Warrior:              Helps keep us out of trouble as well.
Level 24: Rapid Mind Spike:          So we can use this and Lightning Rush (on the same trigger).
Level 26: Lure of Iron:                  Combines with the below.
Level 28: Prescient Retaliation:    Now mindspike can stop attacks too.
Level 30: Long Step:                    Gives us a little more room to manuver.

Powers: None are build centric, but don't upgrade any of your at-wills.
[/sblock]

[sblock=Items]
Required Items:
Lightning Glaive (lvl 5):   Needed for to make use of mark of storms.

Very Highly Recommended Items (the build assume you have them):
Verve Armor (lvl 4):  Bumps your revenant-ness up a notch.
Belt of Sonnlinor Righteousness (lvl 6): This is why revenant's win.
Rushing Cleats (lvl 7): Turns slide 1, into slide 2, allowing us to prone.  Note that this can be replaced by Telekinetic Savant.
Periapt of Recovery (lvl 8):  For full revenant goodness.

*Life Charm (lvl 23):  This allows you to retrain a feat (diciple of death), and get different armor, but you also loose the ability to auto-spend surges, which you would otherwise do 50% of the time you where below 0.  A slightly stronger option if you have a leader who can toss you a heal now and then.
[/sblock]

[sblock=build]

Yea, for the OCB finally having summeries (that mostly work)

====== Created Using Wizards of the Coast D&D Character Builder ======
Revenant, Battlemind, Lyrandar Wind-Rider, Topaz Crusader
Psionic Study Option: Wild Focus
Bound to Greatness Option: Bound to Greatness (Constitution)
Choose your Race in Life: Deva

FINAL ABILITY SCORES
STR 16, CON 28, DEX 17, INT 10, WIS 22, CHA 12

STARTING ABILITY SCORES
STR 14, CON 16, DEX 13, INT 8, WIS 14, CHA 10

AC: 47 Fort: 45 Ref: 39 Will: 44
HP: 217 Surges: 18 Surge Value: 54

TRAINED SKILLS
Athletics +23, Endurance +31, Insight +26, Intimidate +23

UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +21, Heal +21, History +15, Nature +21, Perception +21, Religion +15, Stealth +18, Streetwise +16, Thievery +18

POWERS

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Battlemind Feature: Mind Spike
Battlemind Feature: Wild Focus
Battlemind Utility 2: Telepathic Challenge
Wizard Utility 2: Feather Fall
Battlemind Attack 3: Lodestone Lure
Battlemind Attack 5: Nightmare Vortex
Battlemind Utility 6: Winged Weapon
Battlemind Attack 7: Lightning Rush
Battlemind Utility 10: Subjective Gravity
Lyrandar Wind-Rider Attack 11: Wind Burst
Lyrandar Wind-Rider Utility 12: Zephyr Wings
Battlemind Attack 13: Intellect Snap
Battlemind Attack 15: Mind Blade
Insight Utility 16: Insightful Riposte
Battlemind Attack 19: Indomitable Presence
Lyrandar Wind-Rider Attack 20: Unruly Cyclone
Battlemind Utility 22: Psychic Feast
Topaz Crusader Utility 26: Topaz Corona
 

FEATS

Level 1: Heavy Blade Expertise
Level 2: Disciple of Death
Level 6: Stormhawk's Vengeance
Level 8: Mark of Storm
Level 10: Wrathful Warrior
Level 11: Heavy Blade Opportunity
Level 12: Polearm Momentum
Level 14: Polearm Gamble
Level 16: Potent Rebirth
Level 18: Deadly Draw
Level 20: Restless Dead
Level 21: Ghostly Vitality
Level 22: Mobile Warrior
Level 24: Rapid Mind Spike
Level 26: Prescient Retaliation
Level 28: Lure of Iron
Level 30: Long Step

ITEMS

Belt of Sonnlinor Righteousness (epic tier) x1
Lightning Glaive +6 x1
Verve Scale Armor +6 x1
Periapt of Recovery +6 x1
====== End ======
[/sblock]
 

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