Miscibility Table: Hybrid Builds

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This is my companion thread to my Miscibility Table: A Hybrid's Handbook. In here, I'm going to post various hybrid builds and links to hybrid builds that I think represent playable 1-30 hybrid builds.

I probably won't go past early paragon with most of the builds - I think by that point, most of the paths should be reasonably obvious and people can make up their own minds as to where to go next. But for other people, you can do more if you want

This thread should be for statted out builds or commentary on the statted out builds only - preferably using Character Builder-style format to make it easy for people to grab builds and try them out.
And whatever else is necessary. Okay to post
A Battlemind|Fighter - Defender|Defender build.

Essentially, uses Daring Blade from Bard to be a Con/Cha build with Battlerager qualities for lots of temp hit points. Mixes and matches from both sets of powers - Brash Strike means the build gets to add +Cha to Defenses, Brutal Barrage means lots of attacks, and Lightning Rush gives great options for attacking out of turn. Eldritch Strike is for the melee basic.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Battlemind|Fighter, level 13
Half-Elf, Fighter|Battlemind, Daring Blade
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Versatile Expertise: Versatile Expertise (Hammer)
Versatile Expertise: Versatile Expertise (Wand)
Eldritch Strike: Eldritch Strike Constitution
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Battlerager Vigor (Hybrid)

FINAL ABILITY SCORES
Str 15, Con 21, Dex 12, Int 9, Wis 11, Cha 20.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 11, Int 8, Wis 10, Cha 16.


AC: 29 Fort: 25 Reflex: 22 Will: 25
HP: 108 Surges: 14 Surge Value: 27

TRAINED SKILLS
Streetwise +16, Intimidate +16, Endurance +13, Athletics +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +11, Diplomacy +13, Dungeoneering +6, Heal +6, History +5, Insight +8, Nature +6, Perception +6, Religion +5, Stealth +4, Thievery +4

FEATS
Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11)
Level 2: Versatile Expertise
Level 4: Hybrid Talent
Level 6: Weapon Proficiency (Craghammer)
Level 8: Weapon Focus (Hammer)
Level 10: Bardic Dilettante
Level 11: Hammer Rhythm
Level 12: Harlequin Style

POWERS
Dilettante: Eldritch Strike
Hybrid at-will 1: Twisted Eye
Hybrid at-will 1: Brash Strike
Psionic Defense (Hybrid): Blurred Step
Hybrid daily 1: Steel Unity Strike
Hybrid utility 2: Psionic Vigor
Hybrid encounter 3: Shield Edge Block
Hybrid daily 5: Rain of Steel
Hybrid utility 6: Daring Shot
Hybrid at-will/encounter 7: Lightning Rush
Hybrid daily 9: Jackal Strike
Hybrid utility 10: Battle Aspect
Hybrid at-will/encounter 13: Brutal Barrage (replaces Twisted Eye)

ITEMS
Wyvernscale Armor of Dwarven Vigor +3, Dread Craghammer +3, Timeless Locket +3, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 

Striker|Striker:

Sorcerer|Barbarian - Exceptional synergy as a sword&sorcery hybrid that actually works.   Barbarian's Armored Agility is equivalent to Leather and Hide AND a +1AC/Reflex per tier bonus.   Sorcerer's built in ability to add STR-mod to AC is solid and it's free.

Sorcerer's Cosmic Talent is very strong; able to auto-fry nearby foes for STR-mod or boost AC significantly in melee along with Resist/pierce benefits.

Sorcerer's close range AoE powers synergize strongly with Barbarian's melee powers.   Good stat-synergy.  Sorc defensive utilities enhance overall survivability significantly and many use STR as a rider effect.

The combo is able to use Implement Proficiency: Fullblade/Greatsword to gain enhancement bonus for both type attack.  Properties such as Jagged as useful for both sides of character.   The striker-mechanic for both characters works fairly well together. (Sorc damage bonus, and barbarian built-in higher damage powers).

The only weakness is that the more powerful CON-based barbarian style cannot be used.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Striker|Striker:

Sorcerer|Barbarian - Exceptional synergy as a sword&sorcery hybrid that actually works.   Barbarian's Armored Agility is equivalent to Leather and Hide AND a +1AC/Reflex per tier bonus.   Sorcerer's built in ability to add STR-mod to AC is solid and it's free.

Sorcerer's Cosmic Talent is very strong; able to auto-fry nearby foes for STR-mod or boost AC significantly in melee along with Resist/pierce benefits.

Sorcerer's close range AoE powers synergize strongly with Barbarian's melee powers.   Good stat-synergy.  Sorc defensive utilities enhance overall survivability significantly and many use STR as a rider effect.

The combo is able to use Implement Proficiency: Fullblade/Greatsword to gain enhancement bonus for both type attack.  Properties such as Jagged as useful for both sides of character.   The striker-mechanic for both characters works fairly well together. (Sorc damage bonus, and barbarian built-in higher damage powers).

The only weakness is that the more powerful CON-based barbarian style cannot be used.




Sorry for adding yet another comment to the non-comment thread; But I would definitely like to see a statted-up build of this guy, sounds really neat!

Two variations on the Artificer|Swordmage here. 

The first uses more leader style powers and a Drow Long Knife to stay ranged and position himself to affect the most allies as possible with his various abilities like Magic Weapon.  He will also trigger his Aegis almost every turn being further away and thus harder to get to.

The second is a melee defender with the ability to heal himself and prevent damage to himself with his Artificer powers (like static shock, for example).

"Leader>Defender version"

====== Created Using Wizards of the Coast D&D Character Builder ======
sm|art, level 14
Githyanki, Artificer|Swordmage, Battle Engineer
Hybrid Artificer: Hybrid Artificer Will
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)

FINAL ABILITY SCORES
Str 13, Con 22, Dex 13, Int 22, Wis 11, Cha 9.

STARTING ABILITY SCORES
Str 12, Con 16, Dex 12, Int 16, Wis 10, Cha 8.


AC: 33 (34)  Fort: 27 Reflex: 28 Will: 24
HP: 100 Surges: 13 Surge Value: 25

TRAINED SKILLS
Endurance +18, History +20, Arcana +18

UNTRAINED SKILLS
Acrobatics +8, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, Insight +7, Intimidate +6, Nature +7, Perception +7, Religion +13, Stealth +8, Streetwise +6, Thievery +8, Athletics +8

FEATS
Level 1: Hybrid Talent
Level 2: Versatile Expertise
Level 4: Weapon Proficiency (Drow Long Knife)
Level 6: Retributive Shield (retrained to Improved Swordmage Warding at Level 13)
Level 8: White Lotus Enervation (retrained to Greater Swordmage Warding at Level 12)
Level 10: Toughness (retrained to Enhanced Resistive Formula at Level 11)
Level 11: Double Aegis
Level 12: Greater Aegis of Shielding
Level 14: Psychic Lock

POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Magic Weapon
Hybrid encounter 1: Burning Weapons
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Host of Shields
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Swordmage Shielding Fire
Hybrid utility 6: Regeneration Infusion
Hybrid encounter 7: Gale-Force Infusion
Hybrid daily 9: Radiant Sigil
Hybrid utility 10: Healing Figurine
Hybrid encounter 13: Positive Energy Infusion (replaces Burning Weapons)

ITEMS
Drowmesh of Aegis Expansion +3, Githyanki Silver Drow Long Knife +3, Shadowfell Gloves (heroic tier), Headband of Intellect (heroic tier), Shroud of Ravens +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


"Defender>Leader version"

====== Created Using Wizards of the Coast D&D Character Builder ======
Art|Sm, level 14
Githyanki, Artificer|Swordmage, Coronal Guard
Hybrid Artificer: Hybrid Artificer Will
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)

FINAL ABILITY SCORES
Str 13, Con 22, Dex 13, Int 22, Wis 11, Cha 9.

STARTING ABILITY SCORES
Str 12, Con 16, Dex 12, Int 16, Wis 10, Cha 8.


AC: 33 Fort: 27 Reflex: 28 Will: 24
HP: 100 Surges: 13 Surge Value: 25

TRAINED SKILLS
Endurance +18, History +20, Arcana +18

UNTRAINED SKILLS
Acrobatics +8, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, Insight +7, Intimidate +6, Nature +7, Perception +7, Religion +13, Stealth +8, Streetwise +6, Thievery +8, Athletics +8

FEATS
Level 1: Hybrid Talent
Level 2: Versatile Expertise
Level 4: White Lotus Riposte
Level 6: Retributive Shield (retrained to Improved Swordmage Warding at Level 13)
Level 8: White Lotus Enervation (retrained to Greater Swordmage Warding at Level 12)
Level 10: Melee Training (Intelligence)
Level 11: Double Aegis
Level 12: Greater Aegis of Shielding
Level 14: White Lotus Master Riposte

POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Static Shock
Hybrid encounter 1: Burning Weapons
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Host of Shields
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Swordmage Shielding Fire
Hybrid utility 6: Regeneration Infusion
Hybrid encounter 7: Transposing Lunge
Hybrid daily 9: Radiant Sigil
Hybrid utility 10: Healing Figurine
Hybrid encounter 13: Forceful Weapon (replaces Burning Weapons)

ITEMS
Drowmesh of Aegis Expansion +3, Shadowfell Gloves (heroic tier), Battlemaster's Longsword +3, Cloak of Translocation +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

A relatively classic LDB-style Archer Ranger who also happens to be a Bard. Huntmaster might seem strange as he's using a crossbow instead of a Spear, but his basic goal is to get as far away from the enemy as he can and then gun them down. As such, marking/quarrying his opponents for a +2 to hit is reasonably worthwhile.

He usually subs out his paragon path power for Disruptive Strike instead. Note that Arrow of Warning and Rhyme of the Bloodseeking Blade are both immediate interrupts...

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====== Created Using Wizards of the Coast D&D Character Builder ======
Mym, level 13
Changeling, Bard|Ranger, Huntmaster
Hybrid Bard: Hybrid Bard Will
Hybrid Ranger: Hybrid Ranger Reflex
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Wand)
Background: Cormyr (Wheloon) (Cormyr (Wheloon) Benefit)

FINAL ABILITY SCORES
Str 9, Con 13, Dex 21, Int 11, Wis 13, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 10, Wis 12, Cha 16.


AC: 27 Fort: 21 Reflex: 25 Will: 26
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Acrobatics +15, Stealth +15, Thievery +17, Perception +12, Bluff +18

UNTRAINED SKILLS
Arcana +7, Diplomacy +12, Dungeoneering +8, Endurance +7, Heal +8, History +7, Insight +10, Intimidate +12, Nature +8, Religion +7, Streetwise +12, Athletics +7

FEATS
Level 1: Weapon Proficiency (Superior crossbow)
Level 2: Speed Loader
Level 4: Weapon Focus (Crossbow)
Level 6: Versatile Expertise
Level 8: Hunting Spear Student
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Reserve Maneuver

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Guiding Strike
Reserve Maneuver: Disruptive Strike
Hybrid encounter 1: Two-Fanged Strike
Hybrid daily 1: Arrow of Warning
Hybrid utility 2: Begin the Hunt
Hybrid encounter 3: Rhyme of the Blood-Seeking Blade
Hybrid daily 5: Spitting-Cobra Stance
Hybrid utility 6: Glimpse the Future
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Spot Weakness
Hybrid encounter 13: Pinning Strike (replaces Two-Fanged Strike)

ITEMS
Arrows (60), Arrow (28), Frost Superior crossbow +3, Predator's Hide Earthhide Armor +3, Cloak of Resistance +3, Siberys Shard of Merciless Cold (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Defender|Striker

This Swordmage|Warlock Build focuses more on the Defender aspect, Strikerish mobility, with Arcane Control thrown in rather then damage of Arcane Slashers or Feychargers.

"Swordmage|Warlock -> Astral Ascendant"

Erasmus, level 14
Human, Swordmage|Warlock, Astral Ascendant
Hybrid Talent: Swordmage Warding
Eldritch Strike: Eldritch Strike Constitution
Swordmage Aegis (Hybrid): Aegis of Shielding
Eldritch Pact (Hybrid): Vestige Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Will
Twofold Pact: Infernal Pact
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Rod)
Background: Curious Archeologist (Curious Archeologist Benefit)

FINAL ABILITY SCORES
Str 12, Con 22, Dex 14, Int 20, Wis 9, Cha 11.

STARTING ABILITY SCORES
Str 11, Con 16, Dex 13, Int 16, Wis 8, Cha 10.


AC: 31 Fort: 27 Reflex: 27 Will: 24
HP: 100 Surges: 13 Surge Value: 25

TRAINED SKILLS
Arcana +19, Endurance +18, Religion +17, Thievery +14, Stealth +14

UNTRAINED SKILLS
Acrobatics +9, Bluff +7, Diplomacy +7, Dungeoneering +6, Heal +6, History +12, Insight +6, Intimidate +7, Nature +6, Perception +6, Streetwise +7, Athletics +8

FEATS
Human: Hybrid Talent
Level 1: White Lotus Riposte
Level 2: Shadow Initiate
Level 4: Cursed Shadow
Level 6: Versatile Expertise
Level 8: Improved Swordmage Warding
Level 10: Arcane Familiar (retrained to Arcane Familiar at Level 12)
Level 11: Twofold Pact
Level 12: White Lotus Master Riposte
Level 14: Double Aegis

POWERS
Bonus At-Will Power: Eldritch Strike
Hybrid at-will 1: Dire Radiance (retrained to Frigid Blade at Level 11)
Hybrid at-will 1: Sword Burst
Hybrid encounter 1: Chains of Levistus
Hybrid daily 1: Armor of Agathys (retrained to Frost Backlash at Level 10)
Hybrid utility 2: Ethereal Stride
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Swordmage Shielding Fire
Hybrid utility 6: Swordmage's Decree
Hybrid encounter 7: Transposing Lunge
Hybrid daily 9: Tyrannical Threat
Hybrid utility 10: Ethereal Sidestep
Hybrid encounter 13: Harrowstorm (replaces Chains of Levistus)

ITEMS
Adventurer's Kit, Prison of Salzacas (heroic tier), Incisive Dagger Dagger +2, Gloves of Eldritch Admixture (heroic tier), Pact Blade - Zy Tormtor's Trinkets Dagger +1, Shadow Warlock Drowmesh +3, Cloak of Translocation +3, Staggering Longsword +3, Rushing Cleats (heroic tier), Iron Armbands of Power (heroic tier), Circlet of Indomitability (heroic tier)


Build Notes

Warlock's Curse Notes:  The damage hasn't been upped beyond the standard 2d6, sadly.  On the other hand, it can be the damage types of untyped, fire, cold, acid, or radiant.  Further, it is no longer limited to just you using a Warlock power but includes activating when an ally hits the cursed target instead.  So not only can you potentially contribute to damage against the current party-focused target, but done while lockdowning a different creature.  Also, you gain CA against the cursed when you have Shadow Walk up which should be quite often if not always.

Frigid Blade Notes: -6 speed penalty to movement, which potentially locks down most movement for two enemy turns, if they start adjacent to you after getting hit by it.  Thanks to Astral Ascendant, you don't even have to worry about the Warlock's Curse damage bonus not going off on this non-Warlock attack as you'll simply activate it later on an allies attack.  How to have fun with this?  On your next turn after hitting a target with Frigid Blade, choose one of the following:
1) Teleport away and attack a different creature, potentially locking down 2 nearby creatures from moving.  One is locked down, the other is now worried about White Lotus Riposte/Master Riposte alternating.  Warning, Master Riposte does not work against the one your marked so think ahead on that.
2) Hit them with Eldritch Strike and send them sliding 5 squares where they can't attack you.
3) Repeat, just because you are making this elite stick while you have the other elite under your Aegis and Curse while letting the party rip it to shreds.  Or its a creature with Flying.

Other At-Will Notes:  Eldritch Strike is a Slide 5.  Sword Burst is just basic usage, with White Lotus Riposte/Master Riposte benefits and one use of 2 charges and 1 charge boost with Gloves of Eldritch Admixture for extra damage to multiple creatures a day.  Hellish Rebuke is likely your best damage dealing power if that is all the fight calls for, even if not optimized.

Ethereal Stride Notes:  Teleport 3 squares via Incisive Dagger +2 quickly drawn and sheathed via Disembodied Hand/Rahkasha Claw.  Gain +2 AC and Reflex until the end of your next turn.  Gain Concealment via Shadow Walk.  Gain CA against Cursed Creatures.

Other Utility Notes:  Swordmage's Decree is meant to be used more like an encounter power, purposely marking one extra target as needed.  Good though for catching a whole group if one must.  Ethereal Stride for emergancy extra defenses, or an extra 2 squares of needed teleport.

Encounter Notes:  Dimensional Vortex and Transposing Lunge are both to improve the Defender aspects of the build, with Dimensional Vortex used to catch non-marked targets specifically.  Harrowstorm's Ranged 10 for Slide 10 is just for fun.

Daily Notes:  Shielding Fire for solos/elites/emergancy Aegis.  Tyrannical Threat to basically Curse each creature in a close burst 3, and make for an extra "auto-riposte" with its effect and boost with 2 charges of your Eldritch Admixture Gloves to boost its damage.  Frost Backlash is meant to be used together with your Daily Item on the Staggering Longsword, so that not only does the creature get pummeled for hitting you, its attack is also canceled by the immediate interrupt via suddenly being 4 squares away.

Skill Notes:  Basic usage, except for Thievery.  Use the Rahkasha Claw in active mode while holding the Pact Blade for Thievery Checks, as this is a total of +20 to pick locks or disabling/delaying traps.  Decent amount, especially for a low Dex class at this level.

Planned Epic Destiny?  Radiant One for the extra Int damage on basically every time we damage Cursed targets with Shadow Walk up.  Including when our Warlock's Curse activates when an ally hits the cursed.

Future Feats?  Greater Aegis of Shielding(Level 16), Dual Implement Spellcaster, Twofold Curse, Protective Hex, Cursed Spells, Warding Curse, Student of the Athanaeum, Killing Curse, and many more all so very tempting.  Likely we will always be wishing we had more feats, especially if you hope to enlarge the area of Swordburst to an Close Burst 2.  Cursed Spells though with Astral Ascendant and Radiant one is especially notable, as when an ally hits, we will be doing the 3d6+Int+Int damage to the target of potentially radiant, fire, and cold/acid damage.

Future Items?  Teleport boosters, Warlock Bracers for trading damage for extra defense, a Rod of Brutality for a quick swap into the off-hand to make the W.Curse not to be low on activation.

Defender|Striker

This Swordmage|Warlock Build focuses more on the Defender aspect, Strikerish mobility, with Arcane Control thrown in rather then damage of Arcane Slashers or Feychargers.



I'm going to hold off on listing Warlock hybrid builds until after the May update - this character has two feats that I expect to get nerfed...(Twofold Pact, Cursed Shadow)

Also, if you have lots of text in your description of why things work, try to sblock it so it doesn't take up a lot of room.
I'm going to hold off on listing Warlock hybrid builds until after the May update - this character has two feats that I expect to get nerfed...(Twofold Pact, Cursed Shadow)

Also, if you have lots of text in your description of why things work, try to sblock it so it doesn't take up a lot of room.


Oh?  They've mentioned a new set of Errata this coming May?

Also sblocked off the notes as requested.
Oh?  They've mentioned a new set of Errata this coming May?

Also sblocked off the notes as requested.



Yes, I expect a lot of the hybrid corner-cases to get crushed by it, especially feats that are at least the outright equivalent to the hybrid talent feat. Thanks!
Defender|Leader
Paladin|Runepriest, minotaur

Experimental build combines luck domain holy strike with an at-will opportunity immobilize and weapon burst powers.  With warpriest, you can also immobilize enemies who attempt to shift away at 16, although I only picked feats and powers up to level 12.

at 12: 21 12 15 11 20 9, ac 26, fort 21, ref 21, will 22, with no magic items. 
starting post-racial stats: 18 11 14 10 17 8
Athletics, Heal, Insight

feats
hybrid talent - rune master
power of luck
versatile expertise heavy blade
initiate of the faith (MC cleric)
viscious advantage
shield prof (heavy), or take hybrid talent - paladin armor if you can have multiples.
blade opportunist
heavy blade opportunity

at-will Holy Strike
at-will Word of Binding
enc1 Flames of Purity
daily1 Rune of the Undeniable Dawn
util2 Bless Weapon
enc3 Winter's Edge
daily5 Arc of Vengeance
util6 Rune of Meritorious Alacrity
enc7 Ravenfrost Strike
daily9 Unconquered Redoubt
util10 Vengeful Vigilance
Some of my hybrid builds.

Max AC
Barbarian|Sorcerer build that gets the highest AC in the game:
community.wizards.com/go/thread/view/758...

Sorden Warchester
Warden|Sorcerer dungeon delve build:
forums.gleemax.com/showthread.php?p=1899...

Ghost in the Shell
Battlemind|Fighter/Paladin/Warlock
community.wizards.com/go/thread/view/758...

Mr. Stupid
Fighter|Rogue
community.wizards.com/go/thread/view/758...

Coach
Cleric|Seeker
community.wizards.com/go/thread/view/758...


Lets see about the Leader|Striker alternative then, Warlord|Sorcerer.  Essentially a mix of Healing and pure Area Damage.

Scholar of Battle

Scholar of Battle, level 14
Human, Sorcerer|Warlord, Celestial Scholar
Hybrid Talent: Soul of the Sorcerer
Soul of the Sorcerer: Soul of the Cosmic Cycle
Sorcerous Power: Sorcerous Power Strength
Phase Focus: Blazing Sun
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude

FINAL ABILITY SCORES
Str 22, Con 11, Dex 13, Int 9, Wis 13, Cha 20.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 12, Int 8, Wis 12, Cha 16.


AC: 29 Fort: 28 Reflex: 22 Will: 28
HP: 88 Surges: 6 Surge Value: 22

TRAINED SKILLS
Diplomacy +17, Intimidate +17, Bluff +17, Athletics +18

UNTRAINED SKILLS
Acrobatics +8, Arcana +6, Dungeoneering +8, Endurance +7, Heal +8, History +6, Insight +8, Nature +8, Perception +8, Religion +6, Stealth +8, Streetwise +12, Thievery +8

FEATS
Human: Hybrid Talent
Level 1: Unarmored Agility
Level 2: Versatile Expertise
Level 4: Expert Combat Leader (retrained to Staff Fighting at Level 11)
Level 6: White Lotus Riposte
Level 8: Superior Implement Training (Accurate staff)
Level 10: Improved Inspiring Word
Level 11: White Lotus Master Riposte
Level 12: Fight On
Level 14: Dual Implement Spellcaster

POWERS
Bonus At-Will Power: Blazing Starfall
Hybrid at-will 1: Intuitive Strike
Hybrid at-will 1: Burning Spray
Hybrid encounter 1: Hammer and Anvil
Hybrid daily 1: Grounding Rebuke
Hybrid utility 2: Dragonflame Mantle
Hybrid encounter 3: Swirling Stars
Hybrid daily 5: Stand the Fallen
Hybrid utility 6: Rousing Words
Hybrid encounter 7: Sacrificial Lure
Hybrid daily 9: Thunder Leap
Hybrid utility 10: Bolstering Shout
Hybrid encounter 13: Death from Two Sides (replaces Hammer and Anvil)

ITEMS
Boots of the Fencing Master (heroic tier), Adventurer's Kit, Healer's Brooch +3, Bloodthread Githweave Armor +3, Accurate staff of Ruin +3, Gloves of the Healer (paragon tier), Casque of Tactics (heroic tier)


Build Notes

The point of the build is to mix sheer amount of area damage with Warlord healing.

::Damage::
Due to starting in the Phase of the Sun with Blazing Sun from Celestial Scholar, this begins right when your turn starts.  At the beginning of each of your turns, until you become bloodied, each enemy within 2 squares takes 6 fire and radiant damage.  This is followed by any of the Sorcerer side close blasts/area bursts such, say Burning Spray for example with its 1d8+22 damage on a hit.  After your turn is over, the enemy has to decide whether to try to get 3 squares away from you or to attempt to kill/bloody you to get rid of the extra damage.  Attacking you is the worse choice they could make initially, as that leads to White Lotus.
-If you are ever caught in a situation where your allies are too mixed in with the enemy to safely use either of your Sorcerer At-Wills, Intuitive Strike is there for that sole reason since that situation means your allies are flanking.  Swapping sheer damage for giving allies with CA a +6 instead of +2 bonus to attacks.

::Healing::
Its not Cleric levels of healing, but 2xInspiring Words for HS+4d6+8 HP on a Hybrid is a nice amount.  Followed along with Rousing Words for 2xHS+1d6+3, Lion's Roar for HS+1d6+3, Bolstering Shout (Second Wind+1d6+8), and Stand the Fallen for all allies for HS+1d6+8.

::Defense::
Early on, your defenses are admittedly a touch weak for a character likely to be in the mess of combat.  That changes when you become bloodied, as your Phase changes to Phase of the Moon swapping the extra damage for extra AC and you gain a +2 AC bonus from your Bloodthread Armor.

Level 16 is definately War Wizardry as a feat.
Half-Orc Monk|Warden. Something of a half-Polearm Momentum/half-critfisher build. I’ll replace the text later when it isn’t messed up. Gains CA from doing pulls, pushes, or slides. Knocks people prone with pushes or slides. Does lots of attacks, so gains a good chance of a crit. High defenses, tough, striker damage usually. Watch out for the focus - there’s a bug in CB that’ll crash it if you equip the Blurred Ki Focus...

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====== Created Using Wizards of the Coast D&D Character Builder ======
Monk_Warden, level 13
Half-Orc, Monk|Warden, Draeven Marauder
Monastic Tradition (Hybrid): Stone Fist (Hybrid)
Hybrid Warden: Hybrid Warden Fortitude
Hybrid Talent: Warden’s Armored Might
Guardian Might: Lifespirit
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Ki Focuses)
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 20, Con 12, Dex 21, Int 11, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 15, Con 11, Dex 16, Int 10, Wis 14, Cha 8.


AC: 29 Fort: 26 Reflex: 26 Will: 21
HP: 107 Surges: 9 Surge Value: 26

TRAINED SKILLS
Thievery +13, Athletics +13, Acrobatics +13, Endurance +11

UNTRAINED SKILLS
Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +8, Heal +8, History +6, Insight +8, Intimidate +7, Nature +8, Perception +8, Religion +6, Stealth +8, Streetwise +5

FEATS
Level 1: Hybrid Talent
Level 2: Versatile Expertise
Level 4: Weapon Focus (Spear)
Level 6: Deadly Draw (retrained to Maneuvering Attack at Level 11)
Level 8: Battle Awareness
Level 10: Battering Shield
Level 11: Improved Initiative
Level 12: Polearm Momentum

POWERS
Hybrid at-will 1: Five Storms
Hybrid at-will 1: Thorn Strike
Hybrid encounter 1: Wildblood Frenzy
Hybrid daily 1: Form of Winter’s Herald (retrained to Spinning Leopard Maneuver at Level 9)
Hybrid utility 2: Supreme Flurry
Hybrid encounter 3: Eternal Mountain
Hybrid daily 5: One Hundred Leaves
Hybrid utility 6: Bear’s Endurance
Hybrid encounter 7: Titan’s Step
Hybrid daily 9: Form of the Oak Sentinel
Hybrid utility 10: Iron Dragon Defense
Hybrid encounter 13: Furious Bull (replaces Eternal Mountain)

ITEMS
Siberys Shard of the Mage (heroic tier), Earthhide Armor of Resistance +3, Bloodiron Trident +3, Heavy Shield, Blurred Strike Ki Focus +2, Cloak of Resistance +3
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Battlemind|Invoker

====== Created Using Wizards of the Coast D&D Character Builder ======
level 18
Dwarf, Battlemind|Invoker, Warpriest
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Reflex
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Holy Symbol)


FINAL ABILITY SCORES
Str 13, Con 23, Dex 13, Int 11, Wis 23, Cha 9.


STARTING ABILITY SCORES
Str 12, Con 16, Dex 12, Int 10, Wis 16, Cha 8.



AC: 35 Fort: 32 Reflex: 27 Will: 31
HP: 120 Surges: 15 Surge Value: 36


TRAINED SKILLS
Endurance +22, Religion +14, Athletics +15


UNTRAINED SKILLS
Acrobatics +10, Arcana +9, Bluff +8, Diplomacy +8, Dungeoneering +17, Heal +15, History +9, Insight +17, Intimidate +8, Nature +15, Perception +15, Stealth +10, Streetwise +8, Thievery +10


FEATS
Level 1: Versatile Expertise
Level 2: Hafted Defense
Level 4: Staff Fighting
Level 6: Initiate of the Faith
Level 8: Superior Implement Training (Accurate staff)
Level 10: Melee Training (Constitution)
Level 11: Demand's Reach
Level 12: Dwarven Durability
Level 14: Paragon Defenses
Level 16: Mark of Warding
Level 18: Armor Proficiency (Scale)


POWERS
Hybrid at-will 1: Mantle of the Infidel
Hybrid at-will 1: Iron Fist
Psionic Defense (Hybrid): Blurred Step
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Feather Step
Hybrid encounter 3: Radiant Cordon
Hybrid daily 5: Nightmare Vortex
Hybrid utility 6: Shield of Light
Hybrid at-will/encounter 7: Lightning Rush
Hybrid daily 9: Malediction of Blindness
Hybrid utility 10: Angelic Visage
Hybrid at-will/encounter 13: Deadly Doubt (replaces Radiant Cordon)
Hybrid daily 15: Wall of Blades (replaces Silent Malediction)
Hybrid utility 16: Shield of Justice
Hybrid at-will/encounter 17: Entangling Weapon (replaces Iron Fist)


ITEMS
Accurate staff of Ruin +4, Stormscale Armor of Dwarven Vigor +4, Timeless Locket +3, Phylactery of Action (heroic tier), Boots of Dancing (paragon tier), Strikebacks (heroic tier), Carcanet of Psychic Schism (paragon tier), General's Belt (paragon tier), Eager Hero's Tattoo (heroic tier), Ring of Uncanny Judgment (paragon tier)
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Notes
Honestly, I'm not sure what I was thinking when I created this, but here it is.

As far as defendiung, it's more effective at defending than a normal batlemind is. It has Lightning Rush, in addition to several invoker utilities that inflict penalties to enemies attascking your allies (which stacks with your mark). On top of this though, it has the very nice marking feature from Warpriest, which includes fighter style punishment to a shifting or ally attacking enemy as an opportunity action.

On the other side, it's got functional control, between attack penalties (it's defender mark) a large blast encounter that lets your allies daze the targets. and dailies that cover walls, blindness, and forced movement.

Finally, the build has a nasty little synergy. Mark with Battlemind's Demand (minor action range 5). Then zap the target with your Mantle of the Infidel power (range 20). On a hit, the penalty from the mark is increased to -4.

After that, if the target still doesn't attack you, and you can't use Mindspike or Lightning Rush to punish it, use one of your encounter utilities to make matters worse for the target. You have Shield of Light (add a -3 penalty to the attack), Shielding Word (ally gains +4 AC), or Shield of Justice (add a -4 penalty and the ally gets +2 to hit the target)

Finally, the build has a splash of leader. A daily use of healing word, an encounter that grants allies +Con (6 currently) to damage, and an encounter that grants you and bloodied allies a healing surge usage.

Final notes: Despite lacking a shield, as well as choosing Will bosting armor instead of max AC, this character has only slightly below average AC, leaving typical soldiers hitting at 50%. NADs are slightly more vulnerable, being hittable on a 9/3/8 respectively. It is suggested to invest feats to shore up this weakness, and noted that the build will qualify for plate as of epic.

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71235715 wrote:

level 18
Dwarf, Battlemind|Invoker, Warpriest
AC: 35 Fort: 32 Reflex: 27 Will: 31



I think this hybrid takes a bit too long to come together. To a large extent, the character really is an Invoker over-focused on AC and not having as many options in combat through all of heroic - you can't really enforce your mark, so all it does is prevent an actual defender from marking your opponent. This is the kind of hybrid I'd like to avoid putting in the guide - I'm sure it is reasonable from a CharOps PoV, but a non-CharOps player might find it really difficult to play throughout Heroic.
I think this hybrid takes a bit too long to come together. To a large extent, the character really is an Invoker over-focused on AC and not having as many options in combat through all of heroic - you can't really enforce your mark, so all it does is prevent an actual defender from marking your opponent. This is the kind of hybrid I'd like to avoid putting in the guide - I'm sure it is reasonable from a CharOps PoV, but a non-CharOps player might find it really difficult to play throughout Heroic.


Could you say the same for the Daring Blade build you posted? A hybrid fighter with a 13 Str would be a little challenging to play until Daring Blade comes in at Paragon.
Could you say the same for the Daring Blade build you posted? A hybrid fighter with a 13 Str would be a little challenging to play until Daring Blade comes in at Paragon.



No, they're very different. My build starts off with a 19 AC without feat expenditure, straight up standard Fighter Heavy Shield AC. It has the capability to mark an opponent through Battlemind and it can do Combat Challenge via melee training at 1st. i.e. it is a functional Defender right off the bat and really, that's the only job it has.

All the Fighter powers I picked are very solid ones that do something regardless of a hit(put Harlequin Style at 2nd, 4th, or 6th and you have reasonably nasty at-will option on the Fighter side, especially after boosting Str by 1 at 4th.)
I shifted up the level on the holy symbol just because. This will probably retrain powers as soon as Dreamwalker's 16th level feature comes online. It has numerous capabilities - Avenger actually is all ranged attacks that either get two rolls, grant two rolls with Avenger Implement powers, or involve a ranged slow attack that counts as an RBA and does very solid damage for an at-will(1d8+Wis+Wis+Int before Magic 

If I thought it wasn't too cheesy, I'd get Distant Advantage and really blow things away.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Avenger_Psion, level 13
Human, Avenger|Psion, Dreamwalker
Hybrid Avenger: Hybrid Avenger Reflex
Discipline Focus (Hybrid): Telekinesis Focus (Hybrid)
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Hybrid Talent: Armor of Faith
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 9, Con 13, Dex 13, Int 21, Wis 19, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 16, Cha 10.


AC: 31 Fort: 21 Reflex: 26 Will: 26
HP: 94 Surges: 7 Surge Value: 23

TRAINED SKILLS
Dungeoneering +15, Insight +15, Religion +16, Perception +15, Nature +15

UNTRAINED SKILLS
Acrobatics +7, Arcana +11, Bluff +6, Diplomacy +6, Endurance +7, Heal +10, History +11, Intimidate +6, Stealth +7, Streetwise +6, Thievery +7, Athletics +5

FEATS
Human: Hybrid Talent
Level 1: Unarmored Agility
Level 2: Versatile Expertise
Level 4: Superior Implement Training (Accurate symbol)
Level 6: Improved Armor of Faith
Level 8: Improved Initiative
Level 10: Primal Sharpshooter
Level 11: Painful Oath
Level 12: Primal Eye

POWERS
Bonus At-Will Power: Dishearten
Hybrid at-will 1: Kinetic Trawl
Hybrid at-will 1: Avenging Shackles
Hybrid Encounter Power: Seeking Brand
Primal Sharpshooter: Biting Swarm
Hybrid daily 1: Telekinetic Anchor
Hybrid utility 2: Transport Self
Hybrid encounter 3: Force Hammer(replaces Kinetic Trawl)
Hybrid daily 5: Glaring Admonition
Hybrid utility 6: Aspect of Agility
Hybrid at-will/encounter 7: Force Grasp
Hybrid daily 9: Mind Blast
Hybrid utility 10: Shielding Symbol
Hybrid at-will/encounter 13: Dual Hallucination (replaces Force Hammer)

ITEMS
Cloak of Resistance +3, Champion's Symbol +3, Githweave Armor of Resistance +3, Bloodiron Greataxe +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Understandable. It did take a bit long to come together. Would you like me to delete the post

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71235715 wrote:
Understandable. It did take a bit long to come together. Would you like me to delete the post



Up to you, I don't have any problems with it being left here. I just want it focused on builds and commentary about the builds - which that is
What's your opinion on the early stickiness of my paladin|runepriest?

Hybrid paladins have a watered down divine challenge, and it's charisma based which I dumped.  Oops.  But I'm not sure how effective hybrid defenders can be, in general.  Swordmage and warden lose multiple marking as hybrids.  Fighters can function normally as hybrids as long as they use their fighter powers to establish a mark.
What's your opinion on the early stickiness of my paladin|runepriest?

Hybrid paladins have a watered down divine challenge, and it's charisma based which I dumped.  Oops.  But I'm not sure how effective hybrid defenders can be, in general.  Swordmage and warden lose multiple marking as hybrids.  Fighters can function normally as hybrids as long as they use their fighter powers to establish a mark.



Doesn't seem like a lot - you basically establish the following:
I'll punish you if you attack me due to Runepriest.
I won't punish you at all if you shift away and attack someone else with a typical midlevel AC.

You need to establish a lose/lose situation.

Hybrid Defenders usually seem like they should be focused on pinning down a single opponent - force the enemy strikers to not be able to focus fire while allowing the party's strikers to focus fire. 
Haven't added weapons or figured out how to get hide armor with this guy yet, but he's coming together quite well.

The build is a Dragonborn Pala|rcerer focused on retributive damage and making the most of divine sanction.

Now, what I can't justify is going this route rather than Cosmic. One of the things I like about this build is Burning Spray dealing 5 damage after use, however, that's completely overshadowed by the Sun stage of cosmic. 

What I really want to do with this build is abuse Hurl Breath and Ancient Soul and Draconic Challenge for mass marking, but is it worth it?


 
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level 6

Dragonborn, Paladin|Sorcerer

Hybrid Paladin: Hybrid Paladin Reflex

Sorcerous Power: Sorcerous Power Strength

Hybrid Talent: Soul of the Sorcerer

Soul of the Sorcerer: Dragon Soul

Dragon Soul: Dragon Soul Lightning

Dragon Breath Key Ability: Dragon Breath Strength

Dragon Breath Damage Type: Dragon Breath Lightning


FINAL ABILITY SCORES

Str 20, Con 10, Dex 10, Int 8, Wis 13, Cha 18.


STARTING ABILITY SCORES

Str 17, Con 10, Dex 10, Int 8, Wis 13, Cha 15.



AC: 23 Fort: 18 Reflex: 12 Will: 18

HP: 48 Surges: 8 Surge Value: 12


TRAINED SKILLS

Religion +7, Athletics +12, Diplomacy +12


UNTRAINED SKILLS

Acrobatics +2, Arcana +6, Bluff +7, Dungeoneering +4, Endurance +2, Heal +4, History +4, Insight +4, Intimidate +9, Nature +4, Perception +4, Stealth +2, Streetwise +7, Thievery +2


FEATS

Level 1: Hybrid Talent

Level 2: Mighty Challenge

Level 4: Power of Arcana

Level 6: White Lotus Riposte


POWERS

Hybrid at-will 1: Virtuous Strike

Hybrid at-will 1: Burning Spray

Hybrid encounter 1: Valorous Smite

Hybrid daily 1: Majestic Halo

Hybrid utility 2: Bless Weapon

Hybrid encounter 3: Searing Sands

Hybrid daily 5: Glacial Armor

Hybrid utility 6: Chaotic Defense


ITEMS

Runic Hide Armor +2, Throwing Shield Heavy Shield (heroic tier)

level 6Dragonborn, Paladin|SorcererHybrid Paladin: Hybrid Paladin ReflexSorcerous Power: Sorcerous Power StrengthHybrid Talent: Soul of the SorcererSoul of the Sorcerer: Dragon SoulDragon Soul: Dragon Soul LightningDragon Breath Key Ability: Dragon Breath StrengthDragon Breath Damage Type: Dragon Breath Lightning
FINAL ABILITY SCORESStr 20, Con 10, Dex 10, Int 8, Wis 13, Cha 18.
STARTING ABILITY SCORESStr 17, Con 10, Dex 10, Int 8, Wis 13, Cha 15.

AC: 23 Fort: 18 Reflex: 12 Will: 18HP: 48 Surges: 8 Surge Value: 12
TRAINED SKILLSReligion +7, Athletics +12, Diplomacy +12
UNTRAINED SKILLSAcrobatics +2, Arcana +6, Bluff +7, Dungeoneering +4, Endurance +2, Heal +4, History +4, Insight +4, Intimidate +9, Nature +4, Perception +4, Stealth +2, Streetwise +7, Thievery +2
FEATSLevel 1: Hybrid TalentLevel 2: Mighty ChallengeLevel 4: Power of ArcanaLevel 6: White Lotus Riposte
POWERSHybrid at-will 1: Virtuous StrikeHybrid at-will 1: Burning SprayHybrid encounter 1: Valorous SmiteHybrid daily 1: Majestic HaloHybrid utility 2: Bless WeaponHybrid encounter 3: Searing SandsHybrid daily 5: Glacial ArmorHybrid utility 6: Chaotic Defense
ITEMSRunic Hide Armor +2, Throwing Shield Heavy Shield (heroic tier)
*Knock knock?*  About that Hybrid Swordmage|Warlock now that the errata is out?
My Runepriest|Fighter build from back when the PHB3 released:

community.wizards.com/go/thread/view/758...
I noticed the Striker|Striker post is a little lacking, so I decided to post a Monk|Rogue I'm playing in LFR right now.  It's a solid, very versatile striker with good defenses and great mobility.  Plus, it comes together at level 1, and isn't dependent on any particular PP or race.

Rogues and monks hybrid well together because they both are dex-based, can use daggers, and are secondary controllers.  In addition, monks and rogues specialize in doing damage in different situations: monks are greats against groups, and rogues are great with CA and single opponents.   Plus, rogues can use the mobility monks provide

Advantages:
Good defenses: 36 standing AC at level 16, and 28, 35, 23 NADs
Higher to hit than a normal monk
Is good against single opponents, and groups, with or without CA
Full monk damage
Nearly full rogue damage
Can use minor action rogue attacks to get both sneak attack and flurry of blows 2-3 times per encounter
Great control for a striker, including stunning, bursts, and unconsciousness.

[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======
Tobi, level 16
Human, Monk|Rogue, Adroit Explorer
Hybrid Talent: Rogue Combat Talent
Rogue Combat Talent: Rogue Weapon Talent (Hybrid)
Monastic Tradition (Hybrid): Stone Fist (Hybrid)
Hybrid Monk: Hybrid Monk Fortitude
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Light Blade)
Ambitious Effort: Ambitious Effort Existing Power
Ambitious Effort Existing Power: Low Slash
Background: Auspicious Birth


FINAL ABILITY SCORES
Str 18, Con 12, Dex 24, Int 9, Wis 11, Cha 11.


STARTING ABILITY SCORES
Str 14, Con 11, Dex 18, Int 8, Wis 10, Cha 10.



AC: 35 Fort: 28 Reflex: 34 Will: 23
HP: 99 Surges: 7 Surge Value: 24


TRAINED SKILLS
Diplomacy +13, Acrobatics +20, Perception +13, Thievery +20, Athletics +17, Stealth +20


UNTRAINED SKILLS
Arcana +7, Bluff +8, Dungeoneering +8, Endurance +9, Heal +8, History +7, Insight +8, Intimidate +8, Nature +8, Religion +7, Streetwise +8


FEATS
Human: Hybrid Talent
Level 1: Armor Proficiency (Leather)
Level 2: Versatile Expertise
Level 4: Weapon Focus (Light Blade)
Level 6: Shield Proficiency (Light)
Level 8: Blade and Buckler Duelist
Level 10: Backstabber
Level 11: Starblade Flurry
Level 12: Shield Specialization
Level 14: Superior Implement Training (Accurate dagger)
Level 16: Action Surge


POWERS
Bonus At-Will Power: Five Storms
Hybrid at-will 1: Deft Strike
Hybrid at-will 1: Piercing Strike
Hybrid encounter 1: Drunken Monkey
Hybrid daily 1: Masterful Spiral
Hybrid utility 2: Sneak in the Attack
Hybrid encounter 3: Low Slash
Hybrid daily 5: Bloodbath
Hybrid utility 6: Centered Defense
Hybrid encounter 7: Snap Shot
Hybrid daily 9: Knockout
Hybrid utility 10: Shadow Stride
Hybrid encounter 13: Stunning Strike (replaces Snap Shot)
Hybrid daily 15: Dancer on the Sea of Battle (replaces Masterful Spiral)
Hybrid utility 16: Anticipate Attack (Rogue)


ITEMS
Magic Feyleather Armor +4, Rhythm Blade Spiked shield +1, Light Shield, Siberys Shard of the Mage (paragon tier), Jagged Accurate dagger +4, Amulet of Protection +4, Iron Armbands of Power (heroic tier), Gauntlets of Blood (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[sblock/]

I noticed the Striker|Striker post is a little lacking, so I decided to post a Monk|Rogue I'm playing in LFR right now.  It's a solid, very versatile striker with good defenses and great mobility.  Plus, it comes together at level 1, and isn't dependent on any particular PP or race.



He's got some issues that are based on CB not being 100% by the book...

Versatile Expertise is one weapon group and one implement. When you're using your implement as an weapon(or vice-versa), you shouldn't be benefitting from it. While Dagger is the obvious choice for both, that's something that gets tricky.

Rhythm Blade + Spiked Shield when you're not actually proficient with Spiked Shield usually doesn't go over very well. On top of that, it fills the arm slot, which negates the iron armbands of power.

I think the Ranger|Monk works a lot better with very obvious synergies.
Actually, on the Versatile Expertise issue, CB is 100% by the book.  The book is (likely) wrong, but CB is following it just fine.  (The feat gives you +1/2/3 to hit with the two items chosen.  Not +1/2/3 to hit with the right flavor of attack.)

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

I noticed the Striker|Striker post is a little lacking, so I decided to post a Monk|Rogue I'm playing in LFR right now.  It's a solid, very versatile striker with good defenses and great mobility.  Plus, it comes together at level 1, and isn't dependent on any particular PP or race.



He's got some issues that are based on CB not being 100% by the book...

Versatile Expertise is one weapon group and one implement. When you're using your implement as an weapon(or vice-versa), you shouldn't be benefitting from it. While Dagger is the obvious choice for both, that's something that gets tricky.

Rhythm Blade + Spiked Shield when you're not actually proficient with Spiked Shield usually doesn't go over very well. On top of that, it fills the arm slot, which negates the iron armbands of power.

I think the Ranger|Monk works a lot better with very obvious synergies.



Neither of your points are correct by RAW. 

Versatile Expertise allows you to pick a weapon and an implement type, but states nothing about the bonuses only applying to implement or weapon attacks for weaplements.  The CB is 100% correct in this respect. 

Rhythm Blade + Spiked Shield doesn't fill the arms slot as Rhythm Blade is a weapon enchantment. 
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