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Last post

the bigjobs will ne'er know what hit 'em

Basics:


Stats:  +2 Cha, +2 Dex/Int    Useful for plenty of classes, if not exactly an ucommon combo.
Size: Tiny  More on this later.
Speed: 4.  Fly 6 (altitude 1)  More on this later.
Skills: +2 Nature, +2 Stealth  Stealth is a great skill, you probably won't notice nature.
Fey Origin: You are fey.  Really just flavor.
Pixie Magic:


  • Pixie Dust  Useful leader-like power, but probably won't be used every combat.

  • Shrink  Combines with Wee Warrior to let you use weapons.  Could have other imaginitive uses.


Speak With Beasts: Let's you speak with beasts .  A good RP device, but it may never come up.
Wee Warrior


  • Reach 1  Same as everyone else.

  • -5 to Str some checks  You'll just have to squeeze though a crack, or ask a fey bear to help.

  • Small weapon rules  No gouge or fullblade for you.



Weapon Rules:  

  • You effectivly use small weapon rules.  Same as halflings and gnomes.

  • Shrink does NOT allow you to use 2-handed or versitile weapons.  Again, you use small weapons.

  • Shrink is an encounter power, so if you get more then 1 new thing, it will take an additional 5 minutes.  and you though your girlfiend dressed slowly... 

  • Shrink makes wepons improvised and armor unfit for non-pixies.  So don't expect to do much items trading in the middle of combat.

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.

Extended Features:


Utilities:

2: Ventriloquist Prank:  Small and random effect.
6: Pixie Invisibility:  Invisibility is powerful.
10: Gift of Flight:  You already have pixie dust.
16: Fairy Dance:  Nice power to help and hamper movement.
22: Pixie Teleport Trick:  You're already highly mobile, out of turn movement isn't gunna help too much.


Feats:

Streak Of Light: Easiest way to get CA for any charge build.
Teeny Target: Good for certain defenders.  Note that does NOT let you stealth (though cover stacks with hidden).
Flitting Harrier (11): Possibly useful for charging into enemy's spaces, or for moving into flanking (move into their space, and out, rather then walk around), but most pixies will just shift, or have the badge of the beserker.

PP:
None

ED:
None 

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.


Rules: RAW beef.


(Offical clarifications by WoTC)

Flight Rules Notes:


  • [sblock Altitude Picture][/sblock]

  • You can (temporarily) fly higher then your altitude limit.

  • If you end your turn above the altitude limit, you fall.

  • If you are knocked prone, you fall instead.

  • When you fall, you drop your flight speed (6) squares before you start your "real" fall, which can be reduced by acrobatics.

  • Thus, if you are 1 square up, you have to be knocked prone twice to actually be prone.

  • Since you are flying, you can be pulled/pulled/slide up or down.

  • If you are up 1 square, you do not flank medium creatures with those on the ground, but in turn, you do not get flanked.

  • Falling does not trigger stealth, since it is not your movement.

  • It's a minor action to "fall" prone, which could be useful for a quick decent.

  • Flying prevent's you from being seen by tremmorsense.


Size Rules notes:


  • You can enter the space of other creatures.

  • Other creatures can enter your square.

  • You do NOT flank when sharing a square.

  • You are adjacent to any creature in the same square.

  • You are still subject to close burst powers while in the caster's square.

  • Close blast powers can't hit you while in the caster's square.

  • There is some RAW debate as to weather you are adjacent to your own square.  Thus you might not get an OA if someone moved out of it.  I belive it is RAI to do so.


Speed Rule Notes:


  • You loose your fly speed if you are overburdened.  Thus you need to watch your weight, especially those in heavy armor.

  • There's alot of debate on this, and thus far, no clear answer.


    • Does "+2 to speed" affect fly speed?

    • If you "shift your speed" is that 4, or 6?

    • Does your shamans compainion move 4 or 6?



Hexblade Notes:  There's 2 interpritations...


  • You draw your impliment (minor)

  • create your pact weapon (minor), which is now held but not wielded.

  • use shrink on your pact weapon (minor), which is now wielded.


Or



  • You draw your impliment (minor)

  • create your pact weapon (minor),

  • Specific pact weapon rules "You can make weapon attacks with your pact weapon" let's you use it while it's still too big.


I lean toward the first interpritation as RAW, but i wouldn't rule that way in any homegame.

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.


Tactics
Going Weee! while Wee.



Jumping:  The most straight forward use of flight is by "jumping" over enemies, you can easily get to the back row and start on their controllers.  You can also "jump" (shift) up 2 squares and charge down. [sblock example jump diagram]
X= path
E = enemy avoided
t = target.
_=ground

     XXX
  X         X 
 ___E___t
[/sblock]

Short Charge:  Pixies can charge INTO enemies squares, allowing them to charge 1 square away (or shift away and charge).  This will provoke an OA, so consider badge of beserker, or Flitting Harrier.  Also, you'll be stuck together (for better or worse, untill death (or 2 shifts) do us part).

OA away!:  By hovering directly a square over, or In an enemy's square, it must shift 2 squares to get away (unless it burrows...).  Thus, most non-skirmisher's won't be able to escape without an OA.  You could still shift up 1 square on your turn however, so even ranged attackers might like this.

Can't touch this:  Simialr to above, but you sit above an ally (or in it's square).  This is mostly for defenders (or those who want to be defended), and those with aura's (lightning fury PP).

Don't get stepped on:  Similar to above, except the enemy does it to you.  Be wary of a soldier standing on your wizard.

Blast Proof: While in an enemy's square, you can not be targed by close blasts.  Burst will still affect you.  You'll need some high knowlage to take advantage of this.

Athletics:  You already can "jump" further then a tri-kreen monk, and shouldn't have a problem "climbing" either.  So this skill is virtually useless to you.  (unless you need to climb a 40 square wall or just like showing off).

Bombardier:  Get an Immovable Shaft, fly up, slap one of these down, and enjoy raining death from above.  Floating lanterns and mage hand are also very popular, just be ware of the wieght limit, item HP, and your DM's Cheeze Limit.

Mini Mount: Since your tiny, you can ride small and medium things such as a beastmaster's spider or Raptor (Bombardier at level 1)  Or just a gnomes.

Stealth: With vitual immunity to tremmorsense, a racial bonus, dex bonus, and great mobility and positioning for OA's, Pixies are the tied with kobolds for the best perma-stealth characters.  More here.

Weapon Choice:


  • Rapiers, and Daggers (for short range) will probably be the choice for most pixies.

  • Drow Long Knife: If you want a heavy blade for HBO, this is where to find it.  Scimitars also work.

  • Pike: A small reach polearm.  For those who like polearm stuff.

  • Lance: Take advantage of streak of light.

  • Heavy War Picks: If you want a 2-hander.  You'll still be behind the bigjobs in damage, but not by too much.

  • Other picks: Usually best to stick with the lightblades +to hit over + damage.

  • Shortbow, Hand Crossbow, blowgun, sling  Big loss of damage here.  Consider sticking with a dagger unless you need the range.




Mini bonuses:



Mark of Storms: +1 to speed, as well as opening alot of other shinanigans
Pick Expertise: Easy untyped bonus damage.  Consider stacking heavy warpick, pick expertise, and two-weapon expertise.
Antipathy Gloves: Sit over an enemies square, and they can't (usually) get away.
Goblin Totem: Easy item damage.
Feybeast Tamer: You can use them as mounts, and will always get their aura benifit.
Climb the Giant:  Nice encounter shift.
Giantdoger Armor: Encounter out of turn shift.  Going up can let you stay out of combat for a turn.
Boots of the Dryad:  Not hard to qualify, but you ignore most difficult terrain anyways.
Wand of lightning:  Shrink something, trap it, unshrink.  Alot of work for a little damage, but "free" damage.
Goliath's Belt:  Let's you grab goliaths.
Halfling Boots: Redundant.

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.

Classes:


Scoundrel: +Dex and +Cha, and the mobilty you want, and innate stealth.  The quintisental pixie.
Thief: +Dex and Cha, streak of light, and mobility.  Still the quintisental pixie.  Example.
Hexblades:  +Dex and Cha, streak of light, mobility combo with a very strong MBA for charging and stealthy OA's.
Bard: +Cha and Int, and pixie dust fit's right in with them.
Binder: Perfect stats, and mobility helps get your pack boon more often.  Note that Binder's are considered a lesser class.
Bladesinder: +Int and +Dex, streak of light to charge an artillary.
Executioner: +Dex and Cha, mobility is nice, as is their stealth benifits.
Knight: No Str, but melee training fixes that.  The aura, hammer hands (in an ally's square), can do wonders.  Especially good if you add stealth.
Scout: +Dex, and mobility.  You're likely using raiper and dagger so you won't loose any |W|'s.
Skald: +Cha and Int.  Mobility helps you place your auras, though you loose a little in weapons.
Monk: +Dex, +Cha possibly overkill on the mobility and no weapon issue.  Iron Soul+ Stealth can be superb.
Swordmage: +Int and swordmages like playing with positions.
Vampire: +Dex and Cha, both very importaint to vampires.  Add great positioning so you can push or pull in the appropriate direction, and take a few (but not too many) hits.  Possibly some charge stuff.  Plus RP points.
Warlock: +Cha and Int, and mobility for primeshot.  (remember to count verticly).
Arcanist: +Int and Dex.
Ardent: +Cha, and being able to ensure people are in your mantle are good.
Artificer:  +Int, and mobility are nice.
Assassin: +Dex and Cha, but mobility is a redundant. Shrouds are also just a poor mechanic.
Berserker: No Str, but charging with streak of light and using the aura in someone's square works out pretty well.
Blackguard: +Cha, and streak of light for charging, but low |W|'s, and you need to watch your weight.
Cavalier: +Cha.  And an aura, but it's somewhat weak, and you need to watch your weight.
Mage: +Int
Marshal: No Str, but +Int and +Cha, along with some nice positioning and pixie dust to help ensure allies get their bonuses.  Works better as a lazylord.
Paladin: +Cha.  Positioning helps with some blurst powers.  Make sure you watch your weight.  Consider going Cha/Dex.
Psion: +Cha nd Int.
Ranger: +Dex, mobility for prineshot, but low |W|'s.  However you can ride beasts, raptors are paticulaly impressive.
Slayer: No Str, but melee training can fix that.  Mobility helps replace the lack of |W|s. Get's better if you add stealth.
Sorcerer: +Cha and Dex
Weaponmaster: No Str, but mobility, placement, and all the other tricks fighters have can make up for it.  You also get major style points for grappling something 6 sizes bigger then you.
Witch: +Int
Warlord: No Str, but 2 secondaries, mobility, and a good leader racial .  Better as lazylords.
Avenger: No Wis, Mobility helps maintain your oath, but your missing out on the big |W|.
Barbarian: No Str, no big weapons, but streak of light makes them viable.
Battlemind: No stats, but flying + blurred step you pretty sticky.  Stealth + HBO can be wicked.
Hunter: +Dex
Ruenpriest: No stats, but mobility and positioning is one of the major weakness of runepriest.
Templar: No stats, poor weapons,  mobility adds a little though.
Druid: No Wis, but mobility is useful.  You retain flight in beast form, which is great for RP (swarm of butterfly's anyone?).
Sentinel: No Wis, but you could ride your beast.
Invoker: No Wis, and no need for mobility.
Protector: No Wis, doesn't really need mobility.
Seeker: No Wis, +Dex, but loss of |W|'s and range hurts alot.
Shaman: Now Wis, and no need for mobiilty.  They do a bit better as lazy animist, pixie dust helps with that.
Warden: No stats, and tend not to move around.
Warpriest: No stats, poor weapons.

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.


Builds.

Pocket Protector: A pixie stealth knight.
Dogwood:  Cavilier|Monk/Radiant Fist.

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.

Other...

Feel free to post.  I'll be filling this in gradually. 

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.

Please tell me you are going to be talking like the title through the guide
No, he should talk like this guy:



That he is a paragon of all Pictsies is a neat bonus, too. All hail the Commander of the Pizza Lord's Guard!
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
thats gold, or at least sky-blue
Thanks for starting this guide. I love me some pictsies!
Playing a pixie has been the most fun i've had with Dnd by far. I'm fairly new with the rules and haven't played  but maybe 7 times tops with my friends. Haveing a character that doesn't have much power but can heal and boost the proformance of my allies was a great idea as I become formillar with the rules that will make  me a fairly decent character.

Also, when in play "Ay alwa' speek liek this" so I'm loving this thread already.
Classes... Sorcerer (Cha, Dex types) should be mentioned, as well as hexblades, and pixies make great lazy warlord types
Classes... Sorcerer (Cha, Dex types) should be mentioned, as well as hexblades, and pixies make great lazy warlord types

I plan on listing them all, just had to do some "real" work.

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.



  • By strict RAW, You are NOT adjacent to your own square.  This means NO oppertunity attacks against enemies when they leaving that square (if they are large, they leave several squares, so you'll get one).  This is likely an oversight, so check with your DM.



Unless I have missed something, by strict RAW, YOU (your character) is never adjacent to ANY square. Rules only define adjacency between 2 or more creatures/objects, and between 2 or more squares. They never define adjacency between a creature/object and a square. If this is not the case, please point me to the rule I have missed...

Weapon Choice:


  • Rapiers, and Daggers will probably be the choice for most pixies.

  • Heavy War Picks If you want a 2-hander.  You'll still be slightly behind the bigjobs in damage, but not by too much.

  • Drow Long Knife: If you want a heavy blade for HBO, this is where to find it.  Scimitars also work.

  • Shortbow, Hand Crossbow:  Fair loss of damage here, but there's not many ranged options.



Sling and Blowgun also work well for ranged (as does dagger - you mention dagger, but don't describe it as a ranged option while describing the shortbow/hand xbow).
I'd say daggers may actually be the best ranged option for Pixies.


I can say from personal experience, Pixie Thieves are very solid. One-trick ponies, but solid.

The stats don't match up for any of the classes, but Aura defenders are great for Pixies. You sit on top of your foe and they have to shift twice to get out, but if they do you get to punish them. As any sort of defender you can occupy the square of an ally with Teeny Target for interesting possibilities.

I'm also trying to figure out the lazylord for the Pixie.
I agree that the rules don't specify whether or not you're adjacent to the square you're in.  

Also, pixies charge differently from everyone else.  Pixies can shift and charge an enemy that is 1 square away at the start of their turn, as they can end in the charge in the enemy's square.   
Pre-errata you might not have been able to but now, yeah, that should actually work.
Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 
Keith Richmond Living Forgotten Realms Epic Writing Director
I'm also trying to figure out the lazylord for the Pixie.

Works nicely.  Easy to get into position for Commander's Strike.

Anyways, i finished the top sections.  I'll go though the classes later.

Feel free to comment, or let me know if i missed something.

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.

I agree that the rules don't specify whether or not you're adjacent to the square you're in.  

Also, pixies charge differently from everyone else.  Pixies can shift and charge an enemy that is 1 square away at the start of their turn, as they can end in the charge in the enemy's square.   



Pre-errata you might not have been able to but now, yeah, that should actually work.



When was this errata?

Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 



Speaking of lances, do this, hybrid Executioner, a Chaladin charging power, FBT, and charge a lot.

I'm also trying to figure out the lazylord for the Pixie.

Works nicely.  Easy to get into position for Commander's Strike.

Anyways, i finished the top sections.  I'll go though the classes later.

Feel free to comment, or let me know if i missed something.



That was my thinking, though I couldn't decide between mounting a FBT or just flying abouot. Probably the latter.

Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 



Pikes are also ok weapons, as you should be able to afford surprising charge and they have reach.   

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Pixies make great hybrids, and can wreck artillery even if they're not a defender.
Some special pixiness on hybrids:
Battlemind- It's like an aura defender but good.  Just need an MBA.
Blackguard-charging with CA and lots of Oa opportunities from level 1-also Power of Arcana+White Lotus Hinderance can blocks all enemy shifting if you're in or above the enemy's square (unless the enemy is large or larger, where your party should be able to help with that). 
Binder- Invisibility from level 1, dominate from level 7, and teleport from level 10. An MBA is recommended from the other half of the hybrid. 
Warlock- Same as Binder with more damage.  Also gives a MBA charisma option and white lotus hinderance options. 
Can I submit my nexie build community.wizards.com/go/thread/view/758...
she was the first raptor bomber build, when we got the preview of the pixie... she is still viable
Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 



Pikes are also ok weapons, as you should be able to afford surprising charge and they have reach.   

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Pixies make great hybrids, and can wreck artillery even if they're not a defender.
Some special pixiness on hybrids:
Battlemind- It's like an aura defender but good.  Just need an MBA.
Blackguard-charging with CA and lots of Oa opportunities from level 1-also Power of Arcana+White Lotus Hinderance can blocks all enemy shifting if you're in or above the enemy's square (unless the enemy is large or larger, where your party should be able to help with that). 
Binder- Invisibility from level 1, dominate from level 7, and teleport from level 10. An MBA is recommended from the other half of the hybrid. 
Warlock- Same as Binder with more damage.  Also gives a MBA charisma option and white lotus hinderance options. 



I'd actually say Warlock | Cavalier (take Chaladin powers) could be pretty fun to play, surprisingly. You have two excellent powers to use on charges.


I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Close bursts do not include the attacker specifically by the rules, but as far as I know (memory and glossary check), they say nothing to protect the pixie in the attacker's square.

Close blasts, otoh - yeah, hard to hit the pixie then
Keith Richmond Living Forgotten Realms Epic Writing Director
I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Close bursts do not include the attacker specifically by the rules, but as far as I know (memory and glossary check), they say nothing to protect the pixie in the attacker's square.

Close blasts, otoh - yeah, hard to hit the pixie then



Yeah, close bursts will still hit you if you are occupying the casters space. That's a very good thing to note in the guide.
I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Close bursts do not include the attacker specifically by the rules, but as far as I know (memory and glossary check), they say nothing to protect the pixie in the attacker's square.

Close blasts, otoh - yeah, hard to hit the pixie then



RC pg 109 would seem to support that you can be hit by a close burst while in the enemies square.
My thoughts, just off the top of my head:

Stat Bonuses: I would put these in sky blue - having CHA and both AC-buffing bonuses makes pixies extremely flexible.

Classes: Pixies are already top tier for any class that focuses on charging, most notably Thieves and Slayers (personally, I would rate Streak of Light gold for any charging build). I'm playing a pixie Wellblade at the moment, and having a d12 weapon as a pixie is amazing - by level 8, I hope to be a multi-class Rogue with Surprising Charge and Streak of Light, so that I can roll 2d12+2d6+CHA+DEX+1 Radiant damage with CA against Reflex, as well as the Moonfire Blade damage against enemies who end their turn adjacent. Sorcerors have already been mentioned.

Having great mobility, teeny target, etc. makes them great controllers. My hexblade spends a lot of time darting tree to tree (even though he's lawful good Undecided). I can imagine how great it would be for a Pixie Wizard or Psion to snipe away from some obscure place.

Obviously they have potential as Defenders based on their size and potential as leaders based on Pixie Dust, but I don't think they excel at these roles quite yet.

Shrink: Shrink should be rated green - it's inteneded so that pixies can equip items that they find, it's not meant to have any role in combat. As for only being able to shrink one item at a time, I think most DMs would allow you to shrink multiple new pieces of gear - just as long as your not sneaking into an armory and trying to shrink all of the enemies weapons as an At-Will power.

Guide Name: I would add the words "Pixie Handbook" to the title, just so that anybody who searches for "Pixie Handbook" will be able to find it.

Bonuses: Nature should probably be rated black - bonuses to skills are never bad, even if it doesn't fit into your racial bonuses.

Pixie Teleport Trick: Being able to teleport out of a flanking position as an immediate interrupt - possibly with Teeny Target into an ally's square, or into a tree with a stealth check to hide - for an entire encounter should make this better than purple. Personally, I'd go with blue, or sky blue for certain classes/builds.

---

I'll post more later - Pixies are my new favorite race (sorry Half-Orcs), and I'm interested to see how this guide turns out.
Lances are worth a mention, as a weapon option.

Added, and pikes.


I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

You still are.  Added it to the rules.

Close blasts, otoh - yeah, hard to hit the pixie then 

Nice.  Never noticed that.

Stat Bonuses: I would put these in sky blue - having CHA and both AC-buffing bonuses makes pixies extremely flexible.

Eladrain, Gnome, Shades, Changelings, all have the same stats.  Plenty of other races have similar.  Very run of the mill.

Pixie Teleport Trick: Being able to teleport out of a flanking position as an immediate interrupt - possibly with Teeny Target into an ally's square, or into a tree with a stealth check to hide - for an entire encounter should make this better than purple. Personally, I'd go with blue, or sky blue for certain classes/builds.

It's a reaction, not an interupt, and it only works for 1 encounter.

Yes it's useful for a few builds, but chances are they have a better, more consistant movement boosting option to take at that level.

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.



I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

You still are.  Added it to the rules.



You're right.  I didn't notice that the RC changed the rules for close bursts.  In the PHB version it states that "A close burst does not affect the origin square, and thus, the character using the power is unaffected."  There was clearly a hole in the burst, which is why you didn't get hit by unfriendly bursts.  With that said, it should be mentioned in the guide, as I'm sure I'm not the only one who didn't notice the change in the RC. 
I think you should be able to use your Flight to add another 7 vertical squares to the Dreamwalker Dimensional Scramble?

0. Start 1 square up, with Dream Form in play
1. Move action: fly 6 straight up, move Dream Form next to enemy
2. Set area for Dimensional Scramble 10 squares diagonally up and away from you.
3. Enemy has 45% chance of falling 19 squares for 4d10+25 damage + prone. 
4. You fall 6 squares back to altitude 1.


I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

You still are.  Added it to the rules.



You're right.  I didn't notice that the RC changed the rules for close bursts.  In the PHB version it states that "A close burst does not affect the origin square, and thus, the character using the power is unaffected."  There was clearly a hole in the burst, which is why you didn't get hit by unfriendly bursts.  With that said, it should be mentioned in the guide, as I'm sure I'm not the only one who didn't notice the change in the RC. 



Interestingly, the diagram for a close burst in the RC still excludes the origin square.
I think you should be able to use your Flight to add another 7 vertical squares to the Dreamwalker Dimensional Scramble?

0. Start 1 square up, with Dream Form in play
1. Move action: fly 6 straight up, move Dream Form next to enemy
2. Set area for Dimensional Scramble 10 squares diagonally up and away from you.
3. Enemy has 45% chance of falling 19 squares for 4d10+25 damage + prone. 
4. You fall 6 squares back to altitude 1.



You actually fall all the way to the ground square, you just won't take any damage from that last five.
Bombardier.
Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 



Pikes are also ok weapons, as you should be able to afford surprising charge and they have reach.   

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Pixies make great hybrids, and can wreck artillery even if they're not a defender.
Some special pixiness on hybrids:
Battlemind- It's like an aura defender but good.  Just need an MBA.
Blackguard-charging with CA and lots of Oa opportunities from level 1-also Power of Arcana+White Lotus Hinderance can blocks all enemy shifting if you're in or above the enemy's square (unless the enemy is large or larger, where your party should be able to help with that). 
Binder- Invisibility from level 1, dominate from level 7, and teleport from level 10. An MBA is recommended from the other half of the hybrid. 
Warlock- Same as Binder with more damage.  Also gives a MBA charisma option and white lotus hinderance options. 



I'd actually say Warlock | Cavalier (take Chaladin powers) could be pretty fun to play, surprisingly. You have two excellent powers to use on charges.





My Killswitch variant is working out well so far as both Artificer and Lazylord are great hybrids for the Pixie.
Additionally, Barbarian|Cleric works out nicely to easily allow a 18 starting strength. 
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!

    It might be worth a brief mention that since pixies can fly, they're capable of making a completely vertical charge. You can avoid quite a few OAs from people other than your target by jumping up and down on your target's head.

 On a related note, although it's obviously much more of an out-of-combat RP thing, pixie druids don't lose their flight while wildshaped, so they can accurately portay a flying/gliding animal like a bird or flying squirrel without being limited to hopping along on the ground at a speed of 4...
 (My pixie preda-charger druid is refluffed as a shapechanging fey crow-spirit who spends most of his time in crow form, pretending to be someone's familiar)

Show

I am the Magic Man.

(Pay no attention to the man behind the curtain.)

 

I am the Lawnmower Man.

(I AM GOD HERE!)

 

I am the Skull God.

(Koo Koo Ka Choo)

 

There are reasons they call me Mad...

Please at the least use spellcheck...

I think the word you're going for is "bombardier".

Your / you're.

"...stepped on..."
______

As for builds, probably a format with how they work as a base class would do OK with maybe some tips based on how to use what you have vs. what a medium-sized critter would.  For instance, tips to play as a bard, chaladin, warlock, wizard, swordmage, etc.
It's incredibly feat intensive, but I had an idea for a Pixie Range|Fighter/Huntmaster, with hybrid talent for raptor companion, using a lance, with runepriest MC for rune of astral winds to slide your mount (and therefore you) back out to charge range as an at-will move action. With Marauder's Rush you can even get your quarry damage on your charge, and effectively defend since the PP keeps your quarry marked AND gives you an attack bonus.

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====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Pixie, Ranger|Fighter, Huntmaster
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Beast Mastery (Hybrid)
Beast Companion Type: Raptor
Background: Auspicious Birth (Auspicious Birth Benefit)

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

STARTING ABILITY SCORES
Str 17, Con 11, Dex 15, Int 8, Wis 11, Cha 11.


AC: 26 Fort: 24 Reflex: 23 Will: 19
HP: 83 Surges: 8 Surge Value: 21

TRAINED SKILLS
Religion +9

UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +7, Diplomacy +7, Dungeoneering +6, Endurance +5, Heal +6, History +4, Insight +6, Intimidate +7, Nature +8, Perception +6, Stealth +11, Streetwise +7, Thievery +9, Athletics +11

FEATS
Level 1: Hybrid Talent
Level 2: Spear Expertise
Level 4: Surprising Charge
Level 6: Student of Divine Runes
Level 8: Hunting Spear Student
Level 10: Acolyte Power
Level 11: Streak of Light

POWERS
Hybrid at-will 1: Threatening Rush
Hybrid at-will 1: Marauder's Rush
Hybrid utility 2: Battle Fury Stance
Hybrid utility 6: Healing Lore
Hybrid utility 10: Another Day (retrained to Rune of the Astral Winds at Acolyte Power)

ITEMS
Unbroken Lance Lance +3, Summoned Earthhide Armor +3, Amulet of Vigor +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Pixies also make good Swordmages, int as a primary, con secondary and cha/str as well (I put one together with a S 12, C 12, D 10 I 20 W 8 Ch 14 starting array, boost int/con when you can and it does suprisingly well, by 14th I had a 24 Int, 16 Con, and 15 cha, so my defenses were decent, picked up superior will and greater warding and improved shield feat to make up for the lower con and used a charge package with MBA from Int Blademaster.  

One thing to note about charging pixies is to pick up badge and boots of adept charging, you charge into their square and shift 1 back out of it so you are adjacent, next turn you just shift back one and charge again. 
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