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The Immaculate Defence


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The Bloodless Battle Of The 1000 Demon Brothers

Having wandered through a cherry blossom orchard, the swordmage happened upon one thousand demon brothers, who took up their weapons and fought him. Being unruly creatures, they did not attack each in their turn, but set upon him all at once, blotting out the sun with their wings.

After seven days and nights, the demons withdrew to look to their wounded, but not one had suffered even a single cut. Likewise, the swordmage remained untouched by demon blades. ‘What manner of battle do you bring us that you spill not a drop of blood?’ asked the demons of the swordmage, as none among them had ever before passed seven days without bloodshed. ‘I am a defender,’ replied the swordmage, ‘With noone to defend, there IS no battle.’

The demons howled and fell upon one another to sate their bloodlust. At this, the swordmage leapt forwards and struck each demon down as it attacked its own brother, until, as the sun rose, there remained only one. ‘Will you not slay me too?’ asked the demon, to which the swordmage replied ‘As long as you remain without enemy, my blade cannot harm you.’

The swordmage and the last demon brother walked together as far as the sea, by which time they had gone without battle longer than any one else alive. When at last they parted company, the swordmage regretted only that he had not yet been able to lay down his own life for his companion.
 
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Castratis Imaculatis (Deva Swordmage 16)

The last incarnation of one thousand martyrs, Imaculatis understands that his destiny is to follow in the footsteps of his ancestors and lay down his life to protect innocents from the forces of evil. He is ready to die. All that stands between him and a painful death is an opponent capable of defeating him.

One thousand lifetimes perfecting the art of swordplay have resulted in the ‘The Immaculate Defence’. Rumoured to be impenetrable to any weapon, it’s feints bewilder and mislead an attacker, and it’s parries are so fast a practitioner could walk through a hail of arrows and emerge unscathed.

So many years have passed that Imaculatis has been denied an honourable death at the hands of a superior opponent that he has resigned himself to a lifetime of unfulfilment. Accepting the fact that he may be the one that breaks the line of glorious martyrs, Imaculatis has retreated to a lonely tower on the borderlands where he awaits eternity.
 

The Immaculate Defence


Normal Defences


AC: 37 Fort: 27 Refl: 30 Will: 29

Base 10, Level bonus +8, Stat bonuses: Str +1, Int +7, Wis +4
Feat Bonus: +1 Fort, Refl, Will (Paragon Defences feat)
Armour Bonus: +4 AC, +2 Fort (Feyhide , Hide specialisation feat)
Item Bonus: +3 Fort, Refl, Will (Cloak)
Enhancement Bonus: +4 (Feyhide)
+3 to AC (Swordmage Warding ability)
+1 AC, Fort, Refl, Will (Greater Warding feat)
+1 Fort (Belt)



The Imaculate Defence (Total Defence standard action)

The Immaculate Defence involves using a standard action to assume total defence. While this means Imaculatis is not able to make standard action attacks he is able to use his Aegis power to make basic attacks or activate encounter powers that can be used instead of the basic attack. Bonuses for the total defence action are: +2 all defences (no type), +4 defensive sword (no type), +2 AC parry gauntlets (item bonus).

AC: 45 Fort: 33 Refl: 36 Will: 35


Other Defence Bonuses

+5 all defences vs attacks from more than 5sq away (cloak, no type)
+1 all defences vs bloodied foes (racial trait, no type)
Utility Power bonuses (see below)


Attack

Aegis of Warding at will power marks 2 opponents within 6sq as a minor action every round, each new mark replacing any older ones. If one of the marked opponents makes an attack that does not include Imaculatis as a target he can teleport 10sq as an immediate reaction to any square adjacent to the enemy and make a melee basic attack. Several of his encounter powers can be used instead of a basic attack.

Basic Attack +23 (+8 lvl +7 int +3 wpn +4 enhancement +1 feat)

Damage 1d10 +17 (+4 enhancement +7 int +2 feat +4 bracers)

+1 cumulative each Aegis attack up to +3 (Escalating Assault, no type)
 
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Castratis Imaculatis

Lawful Good Deva Swordmage 16
Wandering Swordmage (FRPG paragon path)

Str 13
Con 13
Dex 10
Int 24
Wis 18
Cha 9

AC 37 / 45 / 50
Fort 27 / 33 / 38
Refl 30 / 36 / 41
Will 29 / 35 / 40

Init +8
Move 6
HP 118
HS 9 / 29

Basic Attack: +23 attack, 1d10+17 damage


Traits

Astral Resistance (Resist Necrotic/Radiant 13)
Astral Majesty (+1 defences against bloodied foes)
Immortal Origin (Considered immortal for effects)
Memory of 1000 lifetimes (+1d6 any attack 1/encounter)
Skill Bonuses: +2 History/Religion
Languages: Common, Supernal, Draconic

Swordbond (Call sword from 10 squares away, standard action)
Swordmage Warding (+3 AC when wielding 1H sword only)
Swordmage Aegis (At will, burst 2, mark 1 foe)

Aegis Insight (Add wisdom to Aegis burst)
Peoples History (Add wisdom to History checks)
Teleportation Action (Before spend action point, teleport 5sq as free action)
Learn From Experience (Foe crits you, +wisdom to next att/dam to that foe)


Skills

Arcana +20
History +26
Athletics +14
Insight +17


Feats

1. Bastard Sword Proficiency
2. Weapon Focus Bastard Sword
4. Hide Armour Proficiency
6. Intelligent Blademaster (Use Intelligence for basic attacks - FRPG)
8. Weapon Expertise (PHB2)
10. Escalating Assault (+1 cumulative each Aegis attack, max +3 - FRPG)
11. Hide Armour Specialisation
12. Double Aegis (Mark 2 foes with Aegis, can still attack only 1 - FRPG)
14. Paragon Defences (+1 F/R/W - PHB2)
16. Greater Warding (+1 all defences - ArcPow)
 

At Will Powers

Aegis of Assault
Minor, Close Burst 6
Mark 2 foes, if foe attacks anyone else immediate reaction teleport 10sq + basic attack

Luring Strike
Standard, Melee Weapon
1 creature, +23 vs Reflex
Hit: 1d10+6 shift 1sq, slide target into that space Effect: Before or after attack shift 1 sq

Sword Burst
Standard, Implement, Force
Close Burst 1, +19 vs Reflex
Target: Each enemy in burst
Hit: 1d6+13 force


Encounter Powers

3. Dimensional Vortex
Immediate Interrupt, Ranged 10, Teleportation
Trigger: Foe hits ally in melee
1 creature, +19 vs Will
Hit: Teleport foe 5sq adjacent to any creature, it then makes its attack against that target

7. Spike of Agony
Standard, Melee Weapon, Force
1 creature, +23 vs AC
Hit: 2d10+13 force, if target moves before end of its next turn it takes 6 force dam
Special: Use instead of basic attack for Aegis of Assault

11. 4 Corners Attack
Standard, Melee Weapon
1 creature, +23 vs AC
Hit: 1d10+19, secondary attack same target
Secondary Att: +22 vs Fort or Refl or Will
Hit (Fort): 1d10+6, knocked prone
Hit (Refl): 1d10+6, slowed till end your next turn
Hit (Will): 1d10+6, dazed till end your next turn

13. Binding Light
Standard, Melee Weapon. Radiant
1 creature, +23 vs AC
Hit: 1d10+13 radiant, immobilise foes adjacent to you except target till end your next turn
Special: Use instead of basic attack for Aegis of Assault


Daily Powers

5. Deep Freeze
Standard, Melee Weapon, Cold
1 creature, +23 vs Fort
Hit: 2d10+13 cold
Effect: Till end encounter any enemy takes 1d10 cold damage when they move or start turn adjacent to target

9. Arcane Deflection
Standard, Stance, Melee Weapon
1 creature, +23 vs AC
Hit: 2d10+15
Effect: Till stance ends, make immediate interrupt when any enemy hits ally adjacent to you, +23 vs triggering attack roll, if you hit the triggering enemy misses its attack

15. Hunters Pursuit
Standard, Melee Weapon
1 creature, +23 vs AC
Hit: 3d10+13, immobilise till end your next turn
Effect: Till end encounter when you hit the target it is immobilised till end your next turn


Utility Powers

2. Host Of Shields
Daily, Stance, Minor
Effect: Till stance ends +2 power bonus AC and Reflex

6. Armathors Step
Encounter, Teleport, Move
Effect: Teleport 5sq, if end adjacent to foe +2 next attack

10. Impenetrable Warding
Daily, Stance, Minor
Effect: Your warding provides its bonus to all defences, not just AC

16. Bolstering Warding
Daily, Stance, Minor
Effect: At end of each turn before making saving throws remove 1 effect a save can end
 
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Equipment

+4 Defensive Bastard Sword
(Add enhancement bonus to all defences during total defence or second wind - Adv.Vault)

+4 Feyhide Armour
(Masterwork, +7 Armour bonus, +2 Fortitude - Adv.Vault)

+3 Cloak of Distortion
(-5 to attacks from over 5sq away - Adv.Vault)

Bracers of Mighty Striking
(+4 basic melee attack damage - PHB)

Parry Gauntlets
(+2 item bonus to defences for total defence or 2nd wind - Adv.Vault)

Catstep Boots
(Half damage from falls, daily power: +5 next Acro/Ath check - PHB)

Belt of Vim
(+1 Fortitude - Adv.Vault)
 
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As the DM who is going to be dealing with this character, even if only for a one-off game, I wanted to check that it is legitimate!

Any help gratefully received as to whether anyone can spot if crater has made a (good-natured and honest) mistake. I don't think he has, personally, which worries me...
 

...And if everything is legit, I'd be interested to hear from people whether its possible to actually deal out some decent damage whilst in total defence...
 
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I'm not a build-master, but here are my initial thoughts:
Heh, I was just thinking earlier how a Deva would make an absolutely excellent Wandering Swordmage. It's a great PP, but it's hard to pump up Wis enough to take full advantage of it.

I think it's a very clever build, especially how it makes use of all those immediate interrupts and abilities that let you replace the melee basic attack from your Aegis.

It's biggest weakness, though, is that the monsters will just learn to ignore you, I think. If you truly intend to spend most of your time in total defense, then you won't be a real threat to many monsters. Sure, they'll likely activate one of your two Aegis marks each round, but melee basic attacks aren't exactly awe-inspiring. Plus, you usually fight against five or so monster an encounter, right? With you not doing any serious attacking, three out of those five will be able to waltz past you and strike at your squishier allies. With defenses that high, you're a Defender that basically encourages monsters to attack other party members.

Also, with this build, you're going to want to make good use of Action Points. You're allowed to assume Total Defense and use an Action Point to attack as well, aren't you? APs will be your best friend in the world. In fact, I'd personally be tempted to go Human and take the Adroit Explorer (I think it's called) PP that lets you have 2 APs after every rest. And then, naturally, pick up Action Surge. Suddenly you're a Total Defense turtle who can still dish out the hurt (welll, once an encounter during your first two encounters of the day, anyway).

You'll be good at what you set out to do (have stupidly high defenses), but I don't think you'll break the game.

Good luck with it. It's certainly a unique idea.
 
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