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Mellored's Char-Op Builds
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<blockquote data-quote="mellored" data-source="post: 6707505" data-attributes="member: 6801209"><p><strong>F111-Interdictor</strong></p><p></p><p>This build take up to 5 allies deep into enemy lines (as in, past the guards, up the stairs, and into the throne room), release a small nova (~1 standard. Elite/Solo possible with party op), and then get's out.</p><p></p><p>In the same turn.</p><p></p><p></p><p>Starts around level 19, when you get the Offerings of Celestian item set. Nearly all of the build is items, so you can tack it on to any class.</p><p></p><p><strong>F-111</strong></p><p>[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Transit, level 30</p><p>Revenant, Monk/Warlord, Zephyr Warchief, Master of Moments</p><p>Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid)</p><p>Hybrid Monk Option: Hybrid Monk Fortitude</p><p>Warlord Leadership Option: Combat Leader (Hybrid)</p><p>Hybrid Warlord Option: Hybrid Warlord Will</p><p>Choose your Race in Life: Eladrin</p><p>Born Under a Bad Sign (Born Under a Bad Sign Benefit)</p><p>Theme: Chevalier</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 12, CON 14, DEX 26, INT 10, WIS 14, CHA 26</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 10, CON 12, DEX 16, INT 8, WIS 12, CHA 16</p><p></p><p>AC: 40 Fort: 34 Ref: 41 Will: 47</p><p>HP: 183 Surges: 9 Surge Value: 45</p><p></p><p>TRAINED SKILLS</p><p>Insight +22, Stealth +28, Thievery +28</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +25, Arcana +15, Athletics +16, Bluff +23, Diplomacy +25, Dungeoneering +17, Endurance +19, Heal +17, History +15, Intimidate +27, Nature +17, Perception +19, Religion +15, Streetwise +23</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Chevalier Attack: Valiant Charge</p><p>Revenant Utility: Dark Reaping</p><p>Monk Feature: Centered Flurry of Blows</p><p>Warlord Feature: Inspiring Word</p><p>Thievery Utility 2: Fast Hands</p><p>Zephyr Warchief Attack 11: Scouring Strike</p><p>Zephyr Warchief Utility 12: Desert Glide</p><p>Insight Utility 16: Insightful Riposte</p><p>Warlord Attack 17: Hail of Steel</p><p>Zephyr Warchief Attack 20: One Thousand Cuts</p><p>Master of Moments Utility 26: Freeze Time</p><p></p><p>FEATS</p><p>Level 1: Twilight Adept</p><p>Level 2: Mark of Passage</p><p>Level 4: Risky Shift</p><p>Level 6: Fluid Motion</p><p>Level 8: Bloodied Fleetness</p><p>Level 10: Desert Moon Student</p><p>Level 11: Combat Commander</p><p>Level 12: Death Scorned</p><p>Level 14: Disciple of Death</p><p>Level 16: Superior Will</p><p>Level 18: Staff Expertise</p><p>Level 20: Death's Quickening</p><p>Level 21: Ghostly Vitality</p><p>Level 22: Long Step</p><p>Level 24: Eerie Resurgence</p><p>Level 26: Spring Step</p><p>Level 28: Superior Initiative</p><p>Level 30: Alertness</p><p></p><p>ITEMS</p><p>Mooncloth Robes Mindpatterned Armor +6 x1</p><p>Accurate staff of the Far Wanderer +6 x1</p><p>Star-Strewn Scarf +6 x1</p><p>Gloves of the Wandering Star x1</p><p>Sun Sphere x1</p><p>Boots of Caiphon x1</p><p>Accurate staff of the Traveler +6 x1</p><p>Eladrin Ring of Passage x2</p><p>Quickening Waters</p><p>Horreb Ritual Cube</p><p>Bracers of Mental Might x1</p><p>====== End ======[/sblock]</p><p><strong>Jet Propulsion (per turn): 108 squares</strong></p><p>[sblock]</p><p>Revenant cheeze (5 minors)</p><p>Master of Moments (1 more minor)</p><p>Boots of Caiphon (minor to shift your speed)</p><p>Staff of the Traveler (shift -> teleport)</p><p>Offerings of Celestian Set (teleport self -> teleport allies)</p><p>and stacks of speed (base 11)/shift boosters(3)/teleport boosters(4)</p><p>= 6 * 18 = 108 squares.[/sblock]</p><p><strong>Afterburner ~272 squares (per surge, the ride get's bumpy)</strong></p><p>[sblock]</p><p>Teleport diagonally 2 squares up (and your allies 1 square up)</p><p>Fall take 1d10 damage (1/2) and land prone.*</p><p>Eerie Resurgence to stand as a free action.</p><p>Spring Step to shift 1->teleport.</p><p>(91 negitive bloodied-6 to be on the safe side)/2.5 damage per drop = 34 teleports * 8 squares = 272 extra squares.</p><p></p><p>Note that after burners can stall (1 * insubstantial = .5 = 0 falling damage = not prone), so use them first.</p><p>If your low on minor's, (and your allies don't mind a few small drops) consider droping 20 feat. This will elimitate the chance of a 1, but will deal more damage, and thus, slow you down.</p><p></p><p>Beware of immidiate action attacks/hazards/aura's/ect. Your <strong>very</strong> vulnerable this way.</p><p>[/sblock]</p><p></p><p>108+272 = <strong>380 squares</strong> (190 in and out).</p><p></p><p>Extra Tank: By starting at full HP, you can add (183 / 5.5 * 8) ~ 266 squares. However, you have to be careful about action economy, as you will be dazed when you hit 0.</p><p></p><p>Mid Flight Refuel: Using a minor (or an ally's readied action) to heal yourself can net you ((45+6d6) / 5.5 + 272) ~350 more squares of the afterburners. Though it a tricky maneuver to match up your action economy, you greatly increase your chance of stalling too many times. And you are likely to loose your nova.</p><p></p><p>Assisted Takeoff: Grab some THP the turn before you launch. (Rub Some Dirt On It ~ 40 squares).</p><p></p><p>Payload:</p><p>4 Readied Actions: Allies prime themselves to unleash their attacks for when they arrive.</p><p>1 warlord enabler: Free: Drop a staff -> Standard: Hail of steel or Death from Two Sides (via bracer's of mental might)-> Fast Hands (Pick up the staff).</p><p>Optional 1: Daily, and/or AP.</p><p>Optional 2: Spend other actions to attack/buff (knight's move -> allies low slash).</p><p></p><p>*If your DM rules that you surprised them. Your party should has a big init booster. So you could stick around long enough for them to do a true nova before fleeing.</p><p></p><p> Voidcrystal Abduction: </p><p>(from Antillious)</p><p> Teleport in, hit with a voidcrystal weapon (you or an ally), use the daily, teleport out, and put the target in a safe location (say... in a <a href="http://www.wizards.com/dndinsider/compendium/item.aspx?id=286" target="_blank">cage</a> or in a <a href="http://www.wizards.com/dndinsider/compendium/item.aspx?id=1447" target="_blank">Gorgonblood Mortar tower</a>).</p><p></p><p>Bonus points if you remain hidden (Shadow Steel Roll + Shadow Band) the entire time.</p></blockquote><p></p>
[QUOTE="mellored, post: 6707505, member: 6801209"] [B]F111-Interdictor[/B] This build take up to 5 allies deep into enemy lines (as in, past the guards, up the stairs, and into the throne room), release a small nova (~1 standard. Elite/Solo possible with party op), and then get's out. In the same turn. Starts around level 19, when you get the Offerings of Celestian item set. Nearly all of the build is items, so you can tack it on to any class. [B]F-111[/B] [sblock]====== Created Using Wizards of the Coast D&D Character Builder ====== Transit, level 30 Revenant, Monk/Warlord, Zephyr Warchief, Master of Moments Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid) Hybrid Monk Option: Hybrid Monk Fortitude Warlord Leadership Option: Combat Leader (Hybrid) Hybrid Warlord Option: Hybrid Warlord Will Choose your Race in Life: Eladrin Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Chevalier FINAL ABILITY SCORES STR 12, CON 14, DEX 26, INT 10, WIS 14, CHA 26 STARTING ABILITY SCORES STR 10, CON 12, DEX 16, INT 8, WIS 12, CHA 16 AC: 40 Fort: 34 Ref: 41 Will: 47 HP: 183 Surges: 9 Surge Value: 45 TRAINED SKILLS Insight +22, Stealth +28, Thievery +28 UNTRAINED SKILLS Acrobatics +25, Arcana +15, Athletics +16, Bluff +23, Diplomacy +25, Dungeoneering +17, Endurance +19, Heal +17, History +15, Intimidate +27, Nature +17, Perception +19, Religion +15, Streetwise +23 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Chevalier Attack: Valiant Charge Revenant Utility: Dark Reaping Monk Feature: Centered Flurry of Blows Warlord Feature: Inspiring Word Thievery Utility 2: Fast Hands Zephyr Warchief Attack 11: Scouring Strike Zephyr Warchief Utility 12: Desert Glide Insight Utility 16: Insightful Riposte Warlord Attack 17: Hail of Steel Zephyr Warchief Attack 20: One Thousand Cuts Master of Moments Utility 26: Freeze Time FEATS Level 1: Twilight Adept Level 2: Mark of Passage Level 4: Risky Shift Level 6: Fluid Motion Level 8: Bloodied Fleetness Level 10: Desert Moon Student Level 11: Combat Commander Level 12: Death Scorned Level 14: Disciple of Death Level 16: Superior Will Level 18: Staff Expertise Level 20: Death's Quickening Level 21: Ghostly Vitality Level 22: Long Step Level 24: Eerie Resurgence Level 26: Spring Step Level 28: Superior Initiative Level 30: Alertness ITEMS Mooncloth Robes Mindpatterned Armor +6 x1 Accurate staff of the Far Wanderer +6 x1 Star-Strewn Scarf +6 x1 Gloves of the Wandering Star x1 Sun Sphere x1 Boots of Caiphon x1 Accurate staff of the Traveler +6 x1 Eladrin Ring of Passage x2 Quickening Waters Horreb Ritual Cube Bracers of Mental Might x1 ====== End ======[/sblock] [B]Jet Propulsion (per turn): 108 squares[/B] [sblock] Revenant cheeze (5 minors) Master of Moments (1 more minor) Boots of Caiphon (minor to shift your speed) Staff of the Traveler (shift -> teleport) Offerings of Celestian Set (teleport self -> teleport allies) and stacks of speed (base 11)/shift boosters(3)/teleport boosters(4) = 6 * 18 = 108 squares.[/sblock] [B]Afterburner ~272 squares (per surge, the ride get's bumpy)[/B] [sblock] Teleport diagonally 2 squares up (and your allies 1 square up) Fall take 1d10 damage (1/2) and land prone.* Eerie Resurgence to stand as a free action. Spring Step to shift 1->teleport. (91 negitive bloodied-6 to be on the safe side)/2.5 damage per drop = 34 teleports * 8 squares = 272 extra squares. Note that after burners can stall (1 * insubstantial = .5 = 0 falling damage = not prone), so use them first. If your low on minor's, (and your allies don't mind a few small drops) consider droping 20 feat. This will elimitate the chance of a 1, but will deal more damage, and thus, slow you down. Beware of immidiate action attacks/hazards/aura's/ect. Your [B]very[/B] vulnerable this way. [/sblock] 108+272 = [B]380 squares[/B] (190 in and out). Extra Tank: By starting at full HP, you can add (183 / 5.5 * 8) ~ 266 squares. However, you have to be careful about action economy, as you will be dazed when you hit 0. Mid Flight Refuel: Using a minor (or an ally's readied action) to heal yourself can net you ((45+6d6) / 5.5 + 272) ~350 more squares of the afterburners. Though it a tricky maneuver to match up your action economy, you greatly increase your chance of stalling too many times. And you are likely to loose your nova. Assisted Takeoff: Grab some THP the turn before you launch. (Rub Some Dirt On It ~ 40 squares). Payload: 4 Readied Actions: Allies prime themselves to unleash their attacks for when they arrive. 1 warlord enabler: Free: Drop a staff -> Standard: Hail of steel or Death from Two Sides (via bracer's of mental might)-> Fast Hands (Pick up the staff). Optional 1: Daily, and/or AP. Optional 2: Spend other actions to attack/buff (knight's move -> allies low slash). *If your DM rules that you surprised them. Your party should has a big init booster. So you could stick around long enough for them to do a true nova before fleeing. Voidcrystal Abduction: (from Antillious) Teleport in, hit with a voidcrystal weapon (you or an ally), use the daily, teleport out, and put the target in a safe location (say... in a [URL="http://www.wizards.com/dndinsider/compendium/item.aspx?id=286"]cage[/URL] or in a [URL="http://www.wizards.com/dndinsider/compendium/item.aspx?id=1447"]Gorgonblood Mortar tower[/URL]). Bonus points if you remain hidden (Shadow Steel Roll + Shadow Band) the entire time. [/QUOTE]
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