Mr Cellophane: How to be unnoticed.

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Last post


A human being's made of more than air
With all that bulk, you're bound to see him there
Unless that human bein' next to you
Is unimpressive, undistinguished
You know who...

Cellophane
Mister Cellophane
Shoulda been my name
Mister Cellophane
'Cause you can look right through me
Walk right by me
And never know I'm there...


This guide assume you know the details of stealth.  If you don't, or have questions about it, check out the rules of the hidden club.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

  Just the numbers:
Nothing fancy, just a list of stuff that gives bonuses to stealth. 


Training: Pretty obvious, but it gives +5.  Backgrounds are a great way to add this to non-stealthy classes.  Some races can get it too.

Dex: The skill is based of it, giving up to a +10 boost.  It's also a great stat, giving you AC, and initive.

Armor/Shield: You can take a penalty, though likely you'll be using Dex, so you won't need the heavy stuff.

Backgrounds

Plenty of background that give you +2 so i'm not going to list those.

If your need training, and won't pick it up via an MC feat, grab one of the following.

Luskan: with theivery
Assassin: with arcana
Fugitive from a Vengeful Rival: with bluff
Silent Hunter: with perception


Races

*= Comes with skill training.

Top +2 stealth, +2 Dex, and...
Pixie = Flying gives you immunity to tremor sense.
*Shade = The ability to hide with any cover/concealment, including your ally.  Though only really good for support.
Gnome = Reactive Stealth.  Start a battle hidden.

+2 stealth and +2 Dex
Razorclaw Shifter
Shadar-kai
Kenku
Goblin
Wilden
Vryloka
Drow
Bugbear

+2 stealth
Kalashtar
Shardmind
Tiefling

+2 Dex, and...
Wood Elf = Reactive Stealth.  Start a battle hidden.

+2 Dex
*Eladrin
*Human
Kobold
Half Orc
Changeling
Githzerai
Bladeling
Thri-Kreen
Elf
Halfling
Revenant
Gnoll
Bullywug


Classes

Even if a class doesn't have Dex as a stat, nothing prevent's you from putting points into it.

Dex primary:

Assassin
Assassin (Executioner)
Monk
Ranger
Ranger (Hunter)
Ranger (Scout)
Rogue (Scoundrel)
Rogue (Thief)
Vampire

Dex secondary:

Avenger
Barbarian
Druid
Fighter (Weaponmaster)
Fighter (Slayer)
Shaman
Seeker
Sorceror
Warlock (Hexblade)
Warlock (Binder)
Wizard (Arcanist)
Wizard (Bladesinger) 


Feats

Not including every feat, just the good/high bonuses.

Feat bonus:
Stalking Panther Form (druid, wild shape) +5, if you qualify.
Silent Shadows +2 and a reroll, If you have a fellow stealther.
Midnight Stalker +2, more range then silent shadows, but less bonus.
Illusionary Stealth +Int, but you need to hit with a narrow range of powers.
Skill Focus +3, out classes plenty of other +2 feats.
Style Feats (varies) +2, other benifits (such as +Int to gloaming cut) make or break this.
Camouflage (ranger) +5, but conditional.

Untyped:
Untraceable (epic) +5, conditional, but it's hard to imagine when it wouldn't apply.
Familiers (arcane) +2, along with another benifits.
Group Stealth (gnome) +2 racial.  For alies.
Dusk Elf Stealth +1 racial, but your allies give it.
Secure Encampment (ranger) +Wis, but only for camping.


Items

Not including everything, just the good/high bonuses.

Item bonus:
Lightstep Slippers (21 feet) +5, but flat out beats tremmor sense.
Shadowflow Armor +3-6, with a very nice encounter.
Gloaming Armor (light armor rare) +1-6, does alot to help get surprise rounds.
Blending Armor (light armor) 1-6, with a solid move action.
Sylvan Armor (light armor common) +1-6, gives a nice bonus to athetics as well.
Reflexive Psychic Shroud (battle scar rare) +2-6, with daily that works vs blindsight.
Orb of the Furtive Mind (orb) +1-6
Boots of stealth (feat common) +2-6.
Boots of Elvenkind (feat) +2-6, with a useful power.
Elven Cloak/Piwafwi (neck) +1-6.  Piwafwi is a straight upgrade, but Elven is common.
Sneak's Cloak (neck 9+) 2-6, daily doesn't help much.
Cloak of the Stalking Shadow (14+) 3-6, the daily is powerful, if redundant.
Greater Ring of Invisibility (ring 23) +5 Item, but has a nice utility.
Ioun Stone of Agility (head 23 rare) +4, but it comes with a big bonus to dex damage.
Ioun's Revelation (Boon 3+) +2 to all skills.

Untyped:
Footpad: +1, and conditional, but for 5gp, it's hard to pass up.
Camaflaged Cloths: +2, conditional, but again, 30gp is only expensive at level 1.
Assassin's Cloak (neck) Roll Twice, which averages to +5 untyped.
Wintersnap Armor +1-6, but only in a very specific condition.


PP's

Ghost Panther (Shaman) +Wis AND +5 next to the spirit
Arms-Troubadour (Athasian minstrel theme) Roll Twice, +5 with an AP, and +5 to not fail skill challenges.
Gnome Nightcloak (gnome, paladin) +Cha, along with an encounter invis.
Adept of Whispers (invoker) +2, but more importaintly immune to tremmorsense and blindsight.
Unwelcome Guest (Athasian minstrel theme) Roll Twice
Coiled Serpent (druid) +5 in beast form
Master Infiltrator (rogue) +2, with conditional invis.
Guildmaster Thief (rogue) +2 for allies
Vampire Noble (vampire, beguiling) +2, conditionally +4.
Mercurial Assassin (dragonborn) +3
Watcher of Vengeance (avenger) +2, comes with a "stay hidden" attack.
Gloaming Dancer (assassin) +2
Legendary Hexblade (hexblade, gloom pact): +2
Thuranni Shadow Killer (mark of shadows): +3 to untrained allies.


ED's
+2 to Dex  Not even thief of legends gives an actual boost to stealth.


Conditionals, penalty counters, and Misc

Shadowed Legion (assassin 2): Shares your stealth mod with allies as a daily.  But it could be worth +40 to stealth.
Secret Stride (feat 11): Removes the movement penalty.
Fleeting Ghost (rogue 2): Removes the movement penalty.
Mire the Mind (warlock): +int, but you have to hit.  And since it's not dex based, it can only make up for a lack of stealth.
Shadow Hunter Hide (hide 2+): Let's you move a little further without a penalty.  Good for warlocks.
Mounted Combat (feat) Stealthy elephants anyone?

 

 

  Numbers to beat


Actual numbers are all over the place.  So this is my rough estimate of the monster's skills. (if you have a better estimate, let me know).

Easy DC = 50% of the monsters.
Medium DC = 75% of the monsters.
Hard DC = 100% of the monsters.

Add 10 to auto-beat passive.
Add 20 to auto-beat maximum.

vecna has the highest at +34 (followed by 32).  Thus 43 (passive), and 53 (active) are the most ever needed.  (You also need to get around blindsight.)

Dex (9) + training (5) + level (15) = 29.  You should hide 60% of the time.

Add a background (2) and racial bonus (2) = 33.  You should hide 80% of the time.

Add skill training (3) and an item (6) = 42.  Enemies will have to actively look for you.

Add untraceable (5), and take a ED to bump dex (1), and grab the assassins cloak = 48 (roll twice)  Vecna has a .0114 chance of noticing. (.0038 or less for others).

 

 

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Getting Hidden
Invisibility, blocking LOS and such.

Terrain/Lighting:  Which is totally DM depenant.

At-Wills and properties.
Cunning Rogue (class feature) Move a little to upgrade concealment to total concealment.  It can be improved to work for a shorter distance.
Evermeet Warlock (warlock PP) Only works against a few targetes, and requires a teleport, but it starts you with none.  However, they arn't too hard to pick up, and the more you get (such as monk's fallen needle + staff of the traveler + movement boosters + planestrider boots), the better this is.
Thief of Legends (ED) Basicly gives you perma-invisibility.  However, it's only as a level 30 feature.
Persistent Tail (stealth 10) Due to some poor wording, this upgrades your cover.  Needs a cooperative enemy (or ally).
Elusive Hexer (eladrain, warlock, fey pact) Requires a hit, and only last till the end of the current turn.  Though most warlocks will have concealment to stay hidden.
Gathering Night (feat dusk elf stealth) Turn concealment into invis with a standard.
Psionic Veil (psion 27) Need to hit, and only 1 enemy, but it allows several to hide.
Eyebite (warlock 1) Only 1 enemy, and you need to hit.
Veil of the Mind's Eye (battlemind 23) Need to hit, some distance, and only works against 1 enemy.
Emerald Scale Concealment (feat dragonborn, assassin) Not much here, unless your recycling dragon breath.
One with Shadows (Shade racial) Let's you hide with any cover, including allies.  However, the standard action is extreamly costly.
Elixir of Invisibility (consumable 6+) Cheap way to get invisible as a minor, but it's uncommon.
Lesser Elixir of Invisibility (7) Why the "lesser" is more expensive i have no idea.  But they do thet same thing.


Encounters, dailies, and conditionals.
Shadowflow Armor (23+) Encounter invis as a minor.  Pretty nice considering it's the main source of untyped stealth bonus.
Cloud of Darkness (drow racial) Easy way to get stealth.
Hidden Lore (binder) Invis for dropping someone, which can turn up often.
Stalk the Senseless (psion epic) Psions have a few spamable dazing powers.
Greater Ring of Invisibility (ring 23) minor for invis.
Fade Away (gnome) invis as a reaction.  This can be buffed a bit.
Delbanian Vambraces (arm 23) Crit's or kills cold powers give you invis, possibly for the encounter if you don't mind some damage.
Assassin's Cloak (assassin feat) Normaly you can just move to hide while invis, but if you invis off turn, or invis on a hit, there's definatly uses for this.
Cloak of Invisibility (23+ rare) Possible encounter long invis, though it takes a standard to start.
Feytouched Armor (12+) Encounter invis as a standard.
Ring of Invisibility
(ring 18, rare) Another encounter invis, but as a standard.
Chameleon Ring (ring 16) Let's you stealth without ANY cover.  Useful for some situations.



Staying Hidden
Concealment, not being revealed and such. 


Terrain/Lighting
:  Which is totally DM depenant.

At-Will, and properties
Killer in a Crowd (feat, assassin 11) Due to some poor wording, this just flat out gives cover.  Of course, many DM's may disagree, and thus make it horrible as the enemy your hiding behind can just point you out.
Shadowband (ring 27, rare) Perma-concealment.  No if's, and's, or but's.
Master Thief (Thief PP) You don't get revealed by attacking.  Most DM's won't like it, but if you find a nice spot, you can kill everything without being noticed.
Drawn Shadows (feat assassin paragon) Always on assuming you have an enshrouding candle.  If not, it's still useful.  Note that enshrouding candle can makes it easy to guess your square (in the middle of the darkness).  Also, if you want to be cheesy, say there's darkness in your backpack.
Shadow Blend (warlock 2) Same as Drawn shadows (get an enshrouding candle, except you don't get it on your own turn, or when stunned.
Shadow Walk (warlock) Moving is a pretty easy requirement.
Phantom Chaussures (boots 18) Shadow Walk, the item.
Cursed Shadow (feat assassin, warlock) Shadow walk, the MC feat.
Shadow Dancer (PP) In a round about way, this upgrades concealment to total concealment.  But it's really not good for getting hidden in the first place.  Invis after an OA isn't shabby either.
Ghostwalker (monk PP) If you CA, you have concleament.  If your hidden, you have CA.  Combo with Nethermancy (mage 10) to just have it.
Mark of Shadows (feat) Remain hidden on a miss.
Armor of Dark Deeds (leather 14+) Attack with CA, and you have concealment.
Shadow Stride (rogue 10) Move from cover, across the open, back to cover without loosing stealth.
Cloaked Sniper (rogue PP) Missing let's you stay hidden, and shift, but requires concealment/cover.
Shadow of the Wild (feat) Conditional, and with a penalty, but it let's you hit and stay hidden.
Stone Heart Spirit (feat, shaman, world speaker) Mobile cover.  Combo's fantasticly with Fading Spirit.
Darting Shadow (assassin 6) Being able to jump from cover to cover is nice.
Enshrouding Candle (wonderous 7) Dim light normaly provides concealment against normal vision.
Twilight Torch (shade 6) Gives you dim light, but cost a minor.  Enshrouding candles are generally better.
Ever-Fading Armor (10+) Basicly adds (sustain standard) to any invisibility.
Transcendent ki focus (feat) Requires hitting with a teleport power, and only last till the start of yoru turn.


Encounter, dailies, and conditionals
Rogue Attack Powers Some let you remain hidden. Distracting Shot (1, cunning), Shadow Strike (1), Shadow Steel Roll (3), Fitting Demise (13), Strike of Dancing Shadows (13), Perfect Sniper (27).
Dishonorable Tactics (rogue 16) Adds "remain hidden" to any power.
Greater Ring of Invisibility (Ring 23) After a milestone, it's almost as good as a shadowband.
Ranger Attack Powers Only 1 "remain hidden".  Stalking Strike (3)
Watcher of Vengence (avenger PP) 1 "remain hidden".  Hidden Dager (11).  Though +2 to stealth.
Sandstorm Weapon (any 8) when you drop someone.
Stalker's Armor (hide) let's you keep concealment for an extra turn.
Piwafwi (neck) Daily for Concealment till you attack/are hit.  Note that this is not until the end of the enounter.  So if your careful, it could possibly last all day.
Smoke Snake (10 consumable) Cost a standard, but it last the encounter.
Blackshroud Weapon (10+) Strictly worse then sandstorm (unless you're attacking an ally, but that's bag-o-rats).

Movement 


Anything that let's you shift (paticularly as a free action after an attack) can get you into stealth (assuming you can hide there).  I'm not going to list every movement option, but here are some ones that work well.

Move action: Simply attacking then moving works.

Feats:
Mark of Finding  Helps keep you adjacent to an enemy, so you can punish/OA.
Mark of Sentinel  Any OA.    Very nice for those aiming to stay hidden in battle.
Mobile Warrior (feat fighter 21): Shift after most weapon attacks.
Ghostwalker Style (deft strike, effectivly) Free action after the attack.
Purple Dragon (Theme) hit with an MBA.
Opportunity Sidestep (11) After you hit with an OA.  Worse then mark of sentinal/mobile warrior, but more readily availible.
Storm Blade Channeling (storm sorcerer, SBC)  hit, arcane ranged (in melee).  Storm sorc's are dex.
Staff of Travel (con 13) Divine melee.
White Lotus Master Evasion (11, WLE) Arcane at-will hit only.  Consider Eldrich Strike.
Predatory Magic (razorclaw) Close arcane only, which limit's it use as an OA.
Silent Shot Phantom/Midnight Blade Whisperer (rogue feat) Adds shift to a few powers.
Criterion of Balic Practice (martial) Adds shift to a few powers.
Power of Trickery (Divne) Adds shift to a few powers.
Secret Recovery (drow) After a saving throw.
Wildblood Speed (warden, wildblood) Shift when marked enemies ignore you.  Which would be pretty good, (hide->punish->shift hide) if warden had any use for Dex.
Desert Moon Student Adds shift to a few powers, but only 1/2 the time.
Wild Virtue (bard) Hard to control, but it can show up often.
Stout-Handed Staff (small) If you can knock prone as an OA, this works.

Items:
Boots of chaiphon (feet) you take a little damage, but minor action shift.

Other:
Guardian Counter (theme) Yup, you can shift 2, stealth, take the attack (at -5) then counter attack.
Fallen Needle: (Monk at-will) Shift as a minor.  Not a bad pickup for any half-elf.

Countering Special Senses.
Truesight (117 creatures) v Blindsight (199 creatures):   (316 total)This may be the same thing as blindsight.  Depending on how you read the rules.  It just say's "see blindsight".  
Nothing counter's truesight.

Walls: Ok, i lied, you can still sneak around a wall or other line of effect blocking stuff.  Which can be place by the DM, or summoned via a few spells.  But that also means your not close to the action.

Adept of Whispers (invoker PP) Invoker is an odd place.  But you flat out are immune to blindsight AND tremorsense .  Tack on +2 for stealth for fun.
Elude Senses (stealth util 2) Minor, encounter, 1 turn.  Though it cover's tremorsense and darkvision as well.
Grayflower Perfume (Consumable 10) Minor, 1 turn.
Reflexive Psychic Shroud (scar rare 7+) It's a daily, and only for a turn, though covers tremorsense as well.

Tremorsense (206 creatures):  Note that this does not need line of effect, or line of sight.  So walls won't help.
Flight (movement)  There are many ways to gain flight.  Including a potion, boots, PP's, or armor.
Pixie (Race) Deserves special mention since they start with flight.  Doubly so since they are stealthy.
Lightstep Slippers (boots 21) Immunity with a +5 stealth, a quality choice.
Scorpion Carapace Armor (Scale, Plate +4) An decent alteritive.

Entering your square.


You will always be noticed if an enemy enter's your square.

The first option is simply to not be run over.  If you hide behind a defender, or stay in the air, there's little chance of you being noticed.

The second best spot is hide is in their square.  They would have to move out, and back to notice.  This is a major advantage of pixies, but small races can still to it to large monsters, and medium can do it to bigger.  It has the added advantage of helping to give you OAs.

The other option is to take an immidiate "run away" powers, such as Acrobat's Escape.  Polearm gamble could would work nicely too.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Bonuses While hidden.

Enemy needing to guess your square Best possible defense is not being attacked.
Total Concealment +5 defense vs Melee and ranged: Next greatest defense is not being hit.
CA A little more offense never hurts (unless you want to miss).

Items:
Shadowmaster Ki Foucus  large extra damage
Sehanine's Mark of the Dark Moon (boon) 1/2 damage, none on a miss.
Shadowdancer's Gloves  extra damage
Serpentine Bracers extra damage, and the poision keyword.
Ghost Dance Weapon +2 defense for a turn, you probably won't need defense.


Feats:
Fading Spirit (gnome shaman) Hidden for your spirit.
Feyborn Stratagem (gnome, 11, warlord) CA for your allies with warlord powers.  Better if you intentionally miss with band of fellows.
Hidden Insight (assassin, shrouds) Let's you load up for a nice first turn attack.
Silent Shot Student (ranger/rogue) Some nice bonus damage for the quintisential hidden at-will.
Spirits of Stealth (gnome, primal) extra damage vs bloodied.  It's alot, but it's also a feat bonus, and only works 1/2 the time.
Unseen Dread (gnome, psion) slide 2.

PPs:
Champion of the Vigil Crit on 19-20, and a reroll.
Darkstrider (ranger) 3+Wis damage.
Guild Executioner (executioner) +4 to hit your first attack of the encounter.
Shadow Dancer Stay invisible for a turn after an OA, or immidiate action.  Also does a fair bit to keep you hidden.
Verdant Stalker (rogue) Basicly +1.875 to sneak attack damage (assuming d8's).  Though a more liberal reading allows it to apply to all damage rolls, which could be a fair bit of damage (+.75 per d4, +.5 per d6).
Death Arrow (seeker, bloodbond) -2 to hit and better crits, but only with ranged (not AOE) against enemies adjacent to your target.  Nice bonuses, but it's gunna be hard to use without help.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Ways to use it.

Surprise Round:  It's like a free action point, that you have to use at the beginning of comabt.  Somewhat conditioinal, but it comes at very little oppertunity cost.

Scouting: Knowlage is power.  If your fighting fire giants, you can take the time before battle to drink a few fire resist potions.  Covers RP applications as well.

Defense: While it does alot for your own saftey,  spending resources to hurt your allies isn't a good thing.  Unless...

Defender Punishment:  You can punish enemies for ignoring you.  Just make sure your punishment is strong enough to compinsate (or possibly negate) enemies attacking a squishy.  A few great things would be the hospitaliter PP, Weaknening challenge, Lure of Iron + Prescient Retaliation, or mark of stroms to slide on a fighter/warden to move the enemy away from the ally.

OA's:  You can position yourself so when enemies move, or make a range attack, they give you an OA.  Though you need to coordinate with your allies to get enemies to provoke, OA's can be quite potent (two-weapon flurry, helm of oppertunity, weapon of great opportunity, ect..).

Sneaky Utility: While you have to "be quite", and can't "attack" nothing in the rules say's utility powers are loud or flashy (though your DM may disagree).  So feel free to pop those heals, slide allies, grant saving throws or whatever.  Fading Spirit + Assistance of the Strong Spirit can be extreamly fun RP.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.


Combos and examples.


Evermeet warlock: The easiest option is ethereal sidestep (warlock 10).  But for full expansion, you want staff of the traveler + minor action shift (boots of caiphon, falling needles) + planestrider boots + an attack with movement + shift/teleport boosters.    This let's you attack, then be hidden from 6 set's of enemies, and gives enemies a huge range of possible squares.  Example: Psilent Guardian

Fading Spirit: Keeps your spirit hidden.  Which can be used for utlity (Death's Gatekeeper mk2) or attacking (Scry and Die) purposes.  Also fun to move stuff around with assistance of the strong spirit.

Mark of Finding/Persistant Trail/Blurred Step: Being able to follow an enemy when it shifts away greatly enhances your ability to get OA's and/or Mark Punishments, since the enemies can't shift away as easily.

Mark of Shadows + Intentional Missing:  Got a power with a good miss effect?  You can have a large effect the battle without ever being "in" it.

Level 2/4 Perma-hidden: The earliest you can get it.  Human, Either Rogue|Warlock/assassin, or Rogue|Assassin/warlock.   Hybrid talent Cunning Sneak, MC (warlock or assassin), cursed shadow.  Now anytime you move 3 squares, you can stealth.  Non-human's can get this at level 4.

Shade Form + Lazy: Assassins shade form can be sustained, and only breaks with attack rolls.  Thus it combo's well with lazy powers, such as direct the strike, or Ire Strike.

Elusive Hexer + Cursed Shadow: Attack -> Turn invisible ->, then move a few squares to hide, while concealment keeps you safe.  Psk20 covers it all here.

Persistant Tail + Enshrouding Candle + Drawn Shadows: EC+DS gives you perma-concealment.  PT let's you move and hide.  Just be careful of inititive.  Example: Tengu - Ranged Stealth Defender/Leader

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Reserved

Extra...

Post away.  Though i don't expect to fill in much till next week.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

This should be interesting. Having a stealth character running right now, this interests me . (Already got the nickname "Sneaky B******")
I just want to say I approve of the guide name.  Looking forward to what you put together.
Thanks for making this guide. Looking forward to some inspiration for my character :D
Thief of Legend is basically obligatory, isn't it?
8' tall bugbear sneakier than a halfling, guess what's hiding under your bed?
Thief of Legend is basically obligatory, isn't it?



It's very, very good, but on the other hand, it's a level 30 feature, isn't it?

Thief of Legend is basically obligatory, isn't it?



At L30.   But L30 is a session or three at most - if you're not CREATING a character at L30, there are other equally-good options.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
Damage types and resistances: A working house rule.
Shadowblades(Assassin PP) can douse a source of light as a minor action to assist with stealth.

Thuranni Shadow Killer(Mark of Shadow PP, requires Stealth training) can turn invisible on an action point, and also has a Shadowstep daily utility to create a burst of darkness. Obvious where the general area you're in is, but meh.

Phiarlan Phantasmist(Mark of Shadow PP) can turn you or someone else invisible on an action point.

Mark of Shadow feat allows you to stay invisible if you miss an attack while invisible. Handy for stealthing away from a bad attack.

The Boots of Stealth give increasing bonuses to your Stealth skill at each tier if you have a free foot slot you don't have anything better to fill with.

The Assassin's Cloak feat(Assassin) let you make a stealth check as a fre action when you turn invisible.

Swallowed by Shadow feat(Assassin/Revanant) turns you invisible when you use Dark Reaping.

Cloak of Shades(Assassin level 2 Utility) gives you concealement, invisible against anything more than 5 squares away.

Shadowed Legion(Assassin level 2 utility) is a daily stance that lets your party use your Stealth modifier for stealth checks. Good if you're party's stealth is lacking.

Lurking Shadow(Assassin level 2 Utility) is a daily that turns you invisible and silent until you enter an area with lights brighter than dim or if you move more than 2 squares. Can also shift 1 space as a free action if someone tries to enter your square. Sustain Standard power, so bad for mid-combat use, great for out-of-combat stealth missions.

Vanish and Slayer's Escape(Assassin level 6 utilities) both turn you invisible and teleport you a distance. Your speed for Vanish, 5 squares for Slayers Escape.

Shadow Adept(Assassin level 6 utility) can teleport you 3 squares to where you have cover or conealment and make a Stealth check if you lose Hidden to an enemy.

Darting Shadow(Assassin level 6 utility) is an at-will power that lets you move while your Hidden up to your speed and remain Hidden as long as you at least have concealment or cover from the enemy

Darkness(Assassin level 6 utility) makes a close burst 2 of pitch darkness to everyone but you, blocks line of sight to all but you. Sustain Minor action, must be in zone to sustain.(I can recall one fight where this would have been amazingly useful)


Just a quick list of character choices my Executioner has access to.
The Paragon Feat Drawn Shadows (Assassin) along with an enshrouding candle grants you permenant concealment (although it can't be too hard to tell where you are as light seems to dim wherever you stand ...  ). 

The combination of Hybrid Cunning Rogue, then hybrid or multiclass Warlock/Assassin to gain the shadow walk class feature also grants you permenant stealth to all creatures that don't have blindsense/tremorsense.

And to Mellored, thanks for doing this.  I think it would have taken me too much time to do...  
Also, either a link or a note about the Hidden Club topic might also be a helpful read related to this subject.
looks cool, warlock|rogue MC assassin can shadow walk and stealth at all times with 2 feats cant it?
That is correct undeadpool, hybrid talent for the Cunning Sneak ability, then another feat (cannot remember the name of it) for the Shadow walk ability.
Anyone know what the average perception of a monster is?

lvl+0 ??

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

From my extremely limited experience, I believe it is lvl +11 to 12 for average passive perception that I have seen, so I guess that means around lvl + 1 to 2 for the perception modifier.
I have my MM3 nearby and the Perception bonuses seem to be all over the place. In Heroic it seems the average range is from level -2 to level +2. But in epic it's pretty common to see Perception bonuses at Level -9 or -7, regardless of if it is a Standard, Elite, or Solo monster (Minions seem to be regularly below Level -10 in Epic).
Took a quick run through the level 1 monsters in the Compendium before work.

Highest perception mod was +9, lowest was -1 and the average was 2.67.
I expanded the class list for you it should now be complete with mostly a bunch more classes that could use dex as an offstat.

Dex primary
:

Assassin
Assassin (Executioner)
Monk
Ranger
Ranger (Hunter)
Ranger (Scout)
Rogue (Scoundrel)
Rogue (Thief)
Vampire

Dex secondary:

Avenger
Barbarian
Druid
Fighter (Weaponmaster)
Fighter (Slayer)
Seeker
Sorceror
Warlock (Hexblade)
Warlock (Binder)
Wizard (Arcanist)
Wizard (Bladesinger) 
I expanded the class list for you it should now be complete with mostly a bunch more classes that could use dex as an offstat.

Dex primary
:

Assassin
Assassin (Executioner)
Monk
Ranger
Ranger (Hunter)
Ranger (Scout)
Rogue (Scoundrel)
Rogue (Thief)
Vampire

Dex secondary:

Avenger
Barbarian
Druid
Fighter (Weaponmaster)
Fighter (Slayer)
Seeker
Sorceror
Warlock (Hexblade)
Warlock (Binder)
Wizard (Arcanist)
Wizard (Bladesinger) 



Thanks.  That's helpful.

Edit: ok, i've decided on a basic layout.
If anyone else want's to help and put together a list of one of them, i'd greatly appreciate it.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Eladrin can pick up Thievery even if it isn't a class skill.
Eladrin can pick up Thievery even if it isn't a class skill.

Umm...  This is about stealth.

And i put a * next to eladrain already (and humans, and shades)

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Eladrin can pick up Thievery even if it isn't a class skill.

Umm...  This is about stealth.

And i put a * next to eladrain already (and humans, and shades)



Whoops, meant Stealth. That's worth more than an asterisk imo. Speaking from personal experience where my Eladrin Battlemind|Swordmage/Warlock/Evermeet Warlock used it to gain Stealth as a class skill...
When you have boosted you stealth to Vecna's perception +30 (no need to roll a die) you can share it with your entire party with the Assassin level 2 daily utility, Shadowed Legion.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Eladrin can pick up Thievery even if it isn't a class skill.

Umm...  This is about stealth.

And i put a * next to eladrain already (and humans, and shades)

Whoops, meant Stealth. That's worth more than an asterisk imo. Speaking from personal experience where my Eladrin Battlemind|Swordmage/Warlock/Evermeet Warlock used it to gain Stealth as a class skill...

Dunno.  It's easy enough to pick it up via a background.

In fact, it's better.  +2 racial +1 background > +2 background.  But i'll mention it.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Serpentine Bracers, Shadow Master Ki Focus, Shadowdancer's Gloves all add damage while hidden.

Light Step Slippers are required against enemies with Tremorsense (although Zephyr Boots work as well, AND you can fly :D)
Good thread, but it's missing some Monty Python reference: how not to be seen.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
It's might be worth mentioning that Wood Elves can replace Group Awareness with Wood Elf Reactive Stealth.  If they have cover/concealment when initiative is rolled they can make a stealth check to become hidden.
And gnomes get that as standard.
Straight warlocks.  Dex secondary "cause I can" (giving up epic DPRz), or Int secondary and hit with Mire the Mind early in the encounter.  Shadow Walk rocks on toast for keeping stealth, and Elusive Hexer (although racial and Pact) rocks for getting stealth.

"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

You're missing the most adaptable means of renewing hidden status for ranged builds, the skill power Persistent Tail.


1. Attack monster X as standard action.

2. Tag any melee monster not currently engaged with Persistent Tail as move action.

3. If melee monster moves on its turn, IR move and with concealment (Armor of Dark Deeds, Drawn Shadows, etc) roll to hide vs all, not just the tagged monster.

(3B. If melee monster refuses to move then congratulations, the DM is granting you a de facto at-will, move-action, auto-hit Immobilize debuff.)


Also worth mentioning is Shadow of the Wild.            
You're missing the most adaptable means of renewing hidden status for ranged builds, the skill power Persistent Tail.

I'm missing plenty of stuff.  Added.

2. Tag any melee monster not currently engaged with Persistent Tail as move action.

Actually, it say's creature.  So tag the next ally in inititive.

hmm... a party who just follows each other around...  4 stealth strikers and a voidsoul genasi tank?

Also worth mentioning is Shadow of the Wild.

added.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Ghost Panther Shaman PP ( www.wizards.com/dndinsider/compendium/pa... )

Has some pretty big bonuses to stealth, between the +5 granted by being beside the spirit and the level 16 feature turning your wisdom mod into bonus stealth/acrobatics/atheltics.




Actually, it say's creature.  So tag the next ally in inititive.

hmm... a party who just follows each other around...  4 stealth strikers and a voidsoul genasi tank?

Well, I thought that I was being clever by offering the DM the opportunity to self-neuter a Brute or Soldier in exchange for remaining unhidden. But your cheese-tinted insight may be superior to my own CheddahVision, particularly if the PC in question is a Darkstrider rocking a Shadow Master Ki Focus or the equivalent. ;)

A minor contribution, Sehanine's boon doesn't make you any better at hidding but half damage is always good.
Pretty DM dependant maybe for that wasn't mentioned earlier, but if you can get it go for it.
No phantom chaussures? At-will concealment just requires a move. Come to think of it, shadow walk should be on there too.
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