Mora, the unkillable avenger

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She's been sitting in my revenant handbook for a while, and i've gotten a few request to see her fleshed out.  Comments welcome.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 30
Revenant, Avenger, Horizon Walker, Raven Consort
Avenger's Censure: Censure of Pursuit
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 12, Con 17, Dex 24, Int 12, Wis 26, Cha 10.

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


AC: 42 Fort: 35 Reflex: 39 Will: 42
HP: 208 Surges: 10 Surge Value: 60

TRAINED SKILLS
Religion +21, Acrobatics +27, Perception +28, Stealth +27, Athletics +21

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +23, Endurance +20, Heal +23, History +16, Insight +23, Intimidate +17, Nature +23, Streetwise +15, Thievery +22

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility (retrained to Fierce Vitality at Level 11)
Level 4: Melee Training (Wisdom)
Level 6: Warrior of the Wild
Level 8: Avenging Resolution
Level 10: Versatile Expertise
Level 11: Painful Oath
Level 12: Disciple of Death (retrained to Resilent Focus at Level 16)
Level 14: Improved Defense
Level 16: Superior Will
Level 18: Weapon Focus (Heavy Blade)
Level 20: Reserve Maneuver
Level 21: Ghostly Vitality
Level 22: Hand of Divine Guidance
Level 24: Diciple of Death
Level 26: Slashing Storm
Level 28: Epic Resurgence
Level 30: Divine Mastery

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Reserve Maneuver: Fury's Advance
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Avenger's Resolve (retrained to Holy Blessing at Level 7)
Avenger encounter 3: Fury's Advance
Avenger daily 5: Bond of Foresight
Avenger utility 6: Deliverance of Faith (retrained to Agile Recovery at Level 12)
Avenger encounter 7: Relentless Stride
Avenger daily 9: Blade of Repulsion
Avenger utility 10: Leading Step
Avenger encounter 13: Inexorable Pursuit (replaces Angelic Alacrity)
Avenger daily 15: Aspect of Fury (replaces Aspect of Might)
Avenger utility 16: Refire the Forge
Avenger encounter 17: Soulforge Hammering (replaces Fury's Advance)
Avenger daily 19: Blade of Astral Hosts (replaces Blade of Repulsion)
Avenger utility 22: Twin Step
Avenger encounter 23: Vengeful Parry (replaces Inexorable Pursuit)
Avenger daily 25: Aspect of Death (replaces Aspect of Fury)
Avenger daily 29: Final Oath (replaces Blade of Astral Hosts)

ITEMS
Symbol of Victory +2, Battlecrazed Fullblade +6, Bloodthread Mindpatterned Armor +6, Belt of Sonnlinor Righteousness (epic tier), Iron Armbands of Power (epic tier), Dual Arrow +6 (2), Bolt of Transit +6 (2), Amulet of Protection +6 Death Song Ring (paragon tier), Ring of Circling Fangs (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


She starts out slightly tougher then your usual avenger, but there's not much special in heroic.

lvl 1 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 1
Revenant, Avenger
Avenger's Censure: Censure of Pursuit
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 10, Con 13, Dex 16, Int 10, Wis 18, Cha 8.

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


AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 27 Surges: 8 Surge Value: 6

TRAINED SKILLS
Religion +5, Acrobatics +8, Perception +9, Stealth +8

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +3, Heal +4, History, Insight +4, Intimidate +1, Nature +4, Streetwise -1, Thievery +3, Athletics

FEATS
Level 1: Weapon Proficiency (Fullblade)

POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Overwhelming Strike
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might

ITEMS
Fullblade, Crossbow, Crossbow Bolts (20)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Revenant (shadar-kai): For unkillability and death stuff.
Avenger (persuit): Wis based for death saves, and a striker with defender leanings, being invulerable means you should try and take some hits.
Raven Queen: Prereq for a few things, including the ED.
18 Wis: Pricy to buy an 18, but we want to maximize our offense, we're going to use other stuff to take hits.  Boost every time.
16 Dex: Our AC, riders, and initive.  Boost every time.
13 Con: The last few points go here, making us slightly tougher
The rest of the stats don't matter, i choose 8 Cha just for RP reasons (she's here to collect souls, not to chat).

Skills
Religion: Required, but she only really cares about her queen
Perception: She doesn't want people to hide from death
Acrobatics: She is the balances between life and death.
Stealth: Death has a way of sneaking up on you.

Feat
Fullblade: Damage boost, It's my personal preference to start with the correct weapon.  Prevents switching issues later.

Powers:
Overwhelming Strike: The At-Will of choice.  She'll be using this alot.
Bond of Persuit: This is really an open slot.
Angelic Alacrity: A solid movement boost helps her reach her target and keep her oath.
Aspect of Might: Good damage and nice versitile bonuses for the rest of the enounter.

Tactics:
Starting off she isn't unkillable, but she does have better then average toughness and a solid attack.
Save her second wind for when she's below 0, but don't hover around it too much.
Use a crossbow for ranged backup, but don't upgrade it, use the magic ammo instead (she'll probably only use it 1-2 time a level).

lvl 5 Snapshot
====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 5
Revenant, Avenger
Avenger's Censure: Censure of Pursuit
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 10, Con 13, Dex 17, Int 10, Wis 19, Cha 8.

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


AC: 21 Fort: 14 Reflex: 16 Will: 17
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Religion +7, Acrobatics +10, Perception +11, Stealth +10

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +6, Endurance +5, Heal +6, History +2, Insight +6, Intimidate +3, Nature +6, Streetwise +1, Thievery +5, Athletics +2

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility
Level 4: Melee Training (Wisdom)

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Fury's Advance
Avenger daily 5: Menacing Presence

ITEMS
Battlecrazed Fullblade +1, Bloodthread Cloth Armor (Basic Clothing) +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

2: Unarmored Agility: we're not unkillable yet, so more defense for now.
Avenger's Resolve: resist 5 is alot at this level.  Retrain to Holy Blessing later.
3: Fury's Advance: Minor action, good for nova and movement.
4: Melee Training (Wisdom): Helps us hit things when they move away and we can charge.
5:
Bond of Forsight: It's either a stun, or a multi-attack (save ends).

Items:
Bloodthread armor (lvl 4): This is the armor she going to keep.
Battlecrazed Fullblade (lvl 5): This is the weapon she's going to stick with, extra damage is always good.

Tactics:
With Bloodthread and Batlecrazed, she's gain a very nice boost to while bloodied, and with the revenant she generally won't heal untill she's below 0.  Depending on your group (leaders and defenders), consider starting battles bloodied at this point. 
You still want to save your second wind till your below 0.
Consider waiting to use Avenger's Resolve till when she's bloodied, but don't wait to long.
Oath + Angelic Alacrity + Fury's Advance make a pretty nice first turn combo (stealth should get you close enough).

6-10

6: Diliverance of Faith: Use this when your first bloodied
Warrior of the Wild (Athletics): Qualifies us for our PP, helps us get around, and gives us a damage boost.
7:Relentless Stride: A nice out of turn damage.
Holy Blessing (retrained from avenger's resolve):  Helps keep her oath up.

8: Avenging Resolution: More damage, It works for all damage including the d6 from battlecrazed.
9: Blade of Repulsion: Good for fighting in a small area.
10: Versatile Expertise (Fullblade, crossbow):
+1 isn't a huge deal, but it'll be +2 soon.
Leading Step: Reposition yourself and an enemy.

Items:
Iron Armbands of power (lvl 6): Damage, as simple as you can get.
Belt of Sonnlinor Rightousness (lvl 6): Lot's of resist here, but you can wait a few level before picking it up.
Symbol of Victory (lvl 9): Get it for the daily power, don't worry about upgrading it.
Bolt of Transit (lvl 8): It's cheaper to get a few (say 2-3) magic bolts then a crossbow, these have nice utility.
Dual Arrow (lvl 10): Rolling 2x makes these bolts usefull a level or 2 down, keeps the avenger feel, and still cheaper then a new crossbow.


She's picked up a fair amount of damage, and Deliverance of Faith will allow you to start battles bloodied.
If your taking alot of punishment, keep avenger's resolve for a few more levels.
Turn 1 should still be Oath + Angelic Alacrity + Fury's Advance
When you finish you first target, holy blessing + relentless stride will get you to your next.

 

 

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.

In paragon, she no longer fears death, but it's still uncomfortable.

11-15

Horizon Walker: Chosen for it's lvl 16 feature, but it's other features are pretty nice as well.  The attack powers are fairly weak, but make good backup.

11: Fierce Vitality (replaces Unarmored Agility): AC attacks generally do just damage, and we can handle that pretty well.
Painfull Oath : Big damage boost
Shadowfell Sight: Darkvision makes stealth alot easier
Wanderer's Action: Nice boon here, since it's a ture move action, you can downgrade it to a minor.
Worldly Strike: You won't use this every encounter, but it's an upgrade to our RBA.  Use magic bolts.
12: Diciple of Death: Total +7 to DST, you have to be unlucky to drop.
Fey Strider: Nice long range teleport
Deliverance of Faith (retrained to Agile Recovery at Level 12): With healing taken care of, this helps our actoin economy.
13: Inexorable Pursuit (replaces Angelic Alacrity): A direct upgrade
14: Improved
Defenses: She'll be able to handle damage, but not still don't like status effects.
15: Aspect of Fury (replaces Aspect of Might): Enounter long damage buff.  Great for minion encounters.

Items:
Continue to upgrade what you already have.
If your DM allows, get a few more symbols of victory (3 should be enough for most days).

Tactics:

Remember your AP can give you an extra minor as well (for fury's advance/oath).
She is significantly tougher, being able to stay below 0 for a while.
Save your second wind till she's failed a DST or is near negitive bloodied.

Painfull Oath is once per turn, so while it won't add to fury's assault, it does to relentless stride.


16-20

16: Astral Infusion: Huge bonus to DST, and more healing.
Resiliant Focus (replaces Disiple of Death): Total of +4 to all saves, and +10 to death saves.
Superior Will: Helps keep us in action
Refire the Forge: Once per day "i win" button.
17: Soulforge Hammering (replaces Fury's Advance): A nice multi-attack, but it takes minors.
18:
Weapon Focus (Heavy Blade): Damage, but good with multi-attacks.
19: Blade of Astral Hosts (replaces Blade of Repulsion): A dialy movement + multi-attack, no oath on the bust.
20: Elemental Chaos Strike: Our ranged new backup, use magic bolts with it.
Reserve Manuver (Fury's Advance): She shouldn't need a ranged attack more then 1/day.

Items:
Upgrade (don't forget the armbands/belt).
Death Song Ring (lvl 19): She'll be making a fair amount of DST, might as well as add a Close burst 3 auto-damage while she's at it.
Ring of Circling Fangs (lvl 20): She'll be bloodied, and she'll have a creature adjacent.

Tactics:

At this point, she has trouble dying, so she really should rush head long into danger. 
Fey stride provides an excellent way to reach the back row targets.

Oath (minor) + Inexporable Persuit (standard) + AP + Soulforged Hammering (AP standard) + Soulforged Hammering (AP move) + Fury's Assault (move) makes for a great opening nova.


In epic, death is her friend, it's comforting.
21

Raven Consort: Chosen for it's level 24 feature, which is when we truely become unkillable.

21: Quickened Corpus: A few more HP doesn't hurt
Ghostly Vitality: You no longer loose actions for being below 0.

Being below 0 no longer cost actions, minor action attack away.
Between insubstantial, and the belt, Mora will take very little damage.
She'll probably be able to go most fights without healing.
She'll still want to spend a surge after every fight.


22-25

22: Twin Step: More teleporting
Hand of Divine Guidance: Crits are fun.
23: Vengeful Parry (replaces Inexorable Pursuit): With 2 teleports, we don't need an approach power.
24: Diciple of Death: Totals +14 to Death saves.
Cycle of Life: Surge free healing, with a bonus to defenses and death saves.
25: Aspect of Death (replaces Aspect of Fury): Just a high W attack.

Tactics:
There's should be no reason for you to spend a surge again.

Items:
Again, just upgrades.

Tactics:
After level 24, beat she should beat herself up every morning, to get the blood flowing.
There are 2 way she can still die.
1) Massive damage (80+), while at 1 HP, can drop her straight to negitive bloodied.  This is most likely going to come in the form of DM falling rocks.
2) Bad luck on Death Saving throws (possible to fail 2, but not 3), falling unconcious, and then getting a CDG'd party on her face.


26-30

26: Slashing Storm: Grind up some minions, or just add some damage
Vitality Eternal: Helps cover her only real weakness
27: None: Nothing's better then what she already has.
28: Epic Resurgance: Cause a crit will happen, recharge soulforged hammering.
29: Final Oath (replaces Blade of Astral Hosts): Huge damage and gives the enemy incentive to attack you.
30: Divine Resurgence: Cause action points happen.  Recharge soulforged hammering.
Death's Compainion: You get pet for killing things.

Items:
Final Upgrades

Tactics:
Slashing Storm + Minions + Death's Compainion = Your own army
Use Soulforged hammering early so you can recharge it.
She can still die from masive (100) damage while above 0.
She can still fail 1 death save (+17 to the first save, +19 to the second), but every other turn she's  below 0 she'll heal.


At-Will DPR: 77.520625
Actual Expected DPR (using encounter powers): 117.95625

*Does not count any litch allies.

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.

Yay!
I keep pushing for a "punchline" section: What the build does, how it does it, what the key elements are and how the tie into what the build does.

In this case, I'm pretty sure it's "Doesn't die, no matter what, while still being a practical avenger"

"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

Let me redo my rogue's stuff a little bit, and I'll definitely help out with this one.

Thanks for the new thread by the way!
RIP George! 4-21-11 RIP Abie! 1-2-13
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 Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?
 Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?





+1 -- This is how I built one, haven't had a chance to play it yet, tho, sadly. Went 16/16 Int/Wis, Avengers can suck up that -1 to hit better than most.
 Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?



+1 -- This is how I built one, haven't had a chance to play it yet, tho, sadly. Went 16/16 Int/Wis, Avengers can suck up that -1 to hit better than most.



It's definately the better option once you reach true unkillable status, but prior to that it is more practical to capitalize on the revenant dex bonus for slightly higher AC.
 Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?

I've never seen Ret's work well.  You're more likely to loose your emnity bonus (slow/imobilise/prone on OA's, getting yourself surrounded, ect), the bonus is often lower (unless you can get hit twice), and your not really defending anyone.  Plus persuits have better riders.

Also:
revenant's stat's don't help at all
Dex (init, stealth, acrobatics) > Int (knowlage)
Horizon Walker uses Dex to attack (not a huge deal).

That said, Ret is certainly an option, but doesn't really change the build (you'd loose the crossbow and probably want a ranged attack)

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.

Would a different PP, and perhaps the Raven Knight ED be another option?
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
Would a different PP, and perhaps the Raven Knight ED be another option?

It's the ED that gives you surgless healing with a 20 on your death save.

Of course it's fine if you just want to become very hard to kill instead of unkillable, but i'm trying to break the game.

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.

If anyone's got advice for a lvl 6 and 10 utility powers, or what to wear in the neck slot i'd 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.

Yeah, we had a whole thread on these some months ago.  Shadar-Kai and Revenant Both work as the important part is Raven Consort.  Works with pretty much any class as long as you have a matching Paragon Path(Horizon Walker, Flamebrow Commander, etc) that adds a main stat bonus to Death Saves.

I can't check your character, so I'm curious what your character does when it falls below Negative bloodied value.  We used Soulforged Plate armor to make you live until the end of your next turn even when you would normally die from being that far negative.
Would a different PP, and perhaps the Raven Knight ED be another option?

It's the ED that gives you surgless healing with a 20 on your death save.

Of course it's fine if you just want to become very hard to kill instead of unkillable, but i'm trying to break the game.




Either ED works for me, Raven Knight seems to fit the flavor just as well too.
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
I can't check your character, so I'm curious what your character does when it falls below Negative bloodied value.  We used Soulforged Plate armor to make you live until the end of your next turn even when you would normally die from being that far negative.

Yea i saw the thread, but that was Vs infinite damage, and i disagred with the results. 

But it's true, mora will die if she took infintie damage.  But with heavy resist (30) and insubstantial, it's she won't drop in a normal round.

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.

Anyways i'm done.  So go ahead and check it out, and comment.

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'd go for Deliverance of Faith as your level 6 Utility. Encounter, minor action to spend a healing surge and add your surge value in temp hps. Really outshines everything else at that level.

At level 10, if you take Endurance over Athletics, you can pick up Reactive Surge.

Add those two, and you essentially can spend two extra healing surges a combat, and never have to bug your leader for heals.
 Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?


If you are unkillable - the enemies will stop trying to kill you and focus on your party. You will get no censure from provoking OA or being attacked normally, but you will get censure from your target moving to engage your friends.
Censure of Retribution is more of a "I go where I please and don't you dare stop me" censure and less of a "I provoke and K.O. my target".
It depends on the DM of course, but most intelligent enemies will soon start to take OAs on you only when they get the better part of the deal and there is little that you can do about it.
I'd go for Deliverance of Faith as your level 6 Utility. Encounter, minor action to spend a healing surge and add your surge value in temp hps. Really outshines everything else at that level.

At level 10, if you take Endurance over Athletics, you can pick up Reactive Surge.

Add those two, and you essentially can spend two extra healing surges a combat, and never have to bug your leader for heals.

Diliverance of Faith is nice as it will help you stay bloodied for longer, i'll use that one, but eventually it'll need a replacement.

Reactive Surge will make you not bloodied, and you'll loose your battlecrazed bonus.  Also it's 1 level away from Fierce Vitality, where you start entering battles bloodied.

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.

Bleh, somehow i lost paragon...  suck.

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.

She's been sitting in my revenant handbook for a while, and i've gotten a few request to see her fleshed out.  Comments welcome.

[sblock Full Build]====== Created Using Wizards of the Coast D&D Character Builder ======
Mora, level 30
Revenant, Avenger, Horizon Walker, Raven Consort
Avenger's Censure: Censure of Pursuit
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 12, Con 17, Dex 23, Int 12, Wis 25, Cha 10.

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


AC: 41 Fort: 30 Reflex: 33 Will: 36
HP: 208 Surges: 10 Surge Value: 59

TRAINED SKILLS
Religion +21, Acrobatics +26, Perception +27, Stealth +26, Athletics +21

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +22, Endurance +20, Heal +22, History +16, Insight +22, Intimidate +17, Nature +22, Streetwise +15, Thievery +21

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Unarmored Agility (retrained to Painful Oath at Level 11)
Level 4: Melee Training (Wisdom)
Level 6: Warrior of the Wild
Level 8: Avenging Resolution
Level 10: Versatile Expertise
Level 11: Fierce Vitality
Level 12: Disciple of Death
Level 14: Paragon Defenses
Level 16: Superior Will
Level 18: Weapon Focus (Heavy Blade)
Level 20: Reserve Maneuver
Level 21: Ghostly Vitality
Level 22: Hand of Divine Guidance
Level 24: Diciple of Death
Level 26: Slashing Storm
Level 28: Epic Resurgence
Level 30: Divine Mastery

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Avenger's Resolve
Avenger encounter 3: Fury's Advance
Avenger daily 5: Bond of Foresight
Avenger encounter 7: Relentless Stride
Avenger daily 9: Blade of Repulsion
Avenger encounter 13: Inexorable Pursuit (replaces Angelic Alacrity)
Avenger daily 15: Aspect of Fury (replaces Aspect of Might)
Avenger utility 16: Refire the Forge
Avenger encounter 17: Soulforge Hammering (replaces Fury's Advance)
Avenger daily 19: Blade of Astral Hosts (replaces Blade of Repulsion)
Avenger utility 22: Twin Step
Avenger daily 25: Aspect of Death (replaces Aspect of Fury)
Avenger encounter 27: Astral Charge (replaces Inexorable Pursuit)
Avenger daily 29: Final Oath (replaces Blade of Astral Hosts)

ITEMS
Boots of the Fencing Master (heroic tier), Symbol of Victory +2, Battlecrazed Fullblade +6, Bloodthread Mindpatterned Armor +6, Belt of Sonnlinor Righteousness (epic tier), Iron Armbands of Power (epic tier), Dual Arrow +6 (2), Bolt of Transit +6 (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]



Mellored,

Popped over to check it out, here are some comments, impressions, notes, and ramblings:

1. The defenses are impossibly low. It looks like you don't have the listed inventory items equipped for the CB summary.

2. Your primary and secondary stat both show as odd numbers in the L30 CB summary-- did you miss a stat-up?

3. I see that you retrain out of Unarmored Agility at 11? Painful Oath is a great pick up (mandatory at 11, IMO), so no gripe about making room for that one. Is there something else you feel like you could drop to keep UA?

4. I see Holy Blessing --> Relentless Stride mentioned, and I see that you also reference having Deliverance of Faith, but there isn't a 6U listed in the CB summary.

5. Relating to Deliverance of Faith, Avenger's Resolve, etc-- action economy could be a speedbump. In many encounters, T1 is move, Oath, standard. T2, you'll want to unload Fury's Advance, or fire off Soulforge Hammering. T3, you hope to be putting a first turn into your 2nd target, and T4, you're looking to finish that guy off. Because you're trying to squeeze in so many attacks, it's often hard to fit in the Minor action it takes to use DoF or Avenger's Resolve-- ironically, unless you have Holy Blessing as well, because it frees up a Minor action-- usually during T3. It's not always this way, of course. It is the kind of thing that may influence choices if you're on the fence, though.

6. I really like Astral Charge. Move + Oath + Astral Charge is a very nice opening turn. If you're able to bury the target on your 2nd turn, you have a chance to prevent it from ever getting a turn of its own.

7. Looking at your power progression, the ones you keep, the ones you drop, etc, it seems like you have a good rotation at every level along the way.


All in all, it looks like it's going to be ridiculously tough-- as expected. Without crunching DPR, I think you're looking at around 16 by L10, you'll lag during Paragon (0 DPR perks or features from paragon path, not much feat support for DPR during that range), and picks up a little, ending OK at Epic. Slashing Storm is a huge boost all by itself. In terms of actual (as opposed to strictly At-Will) dpr, you gain a pop from Soulforge Hammering and Relentless Stride, but Astral Charge, while awesome, actually comes in at less DPR than a charging At-Will. At Epic, I think you're probably looking at 3-turn kill rate on your first target, and 2 turns on your second, then 4 turn kill rate against subsequent targets. Of course, Astral Charge means your first target is probably getting 2 turns at best, since it's stunned right out of the box.

Solid stuff overall. I think the biggest opportunity for improvement is just cleaning up the presentation.
Mellored,

Popped over to check it out, here are some comments, impressions, notes, and ramblings:

I appreciate it

1. The defenses are impossibly low. It looks like you don't have the listed inventory items equipped for the CB summary.

She didn't have a neck item at all, added a regular amulet of protection.  It's also not adding the +3 from improved defense.  If you have a suggestion on for neck/rings/head/tatoo (backlash doesn't work to well) i'd appreciate it.

2. Your primary and secondary stat both show as odd numbers in the L30 CB summary-- did you miss a stat-up?

Fixed

3. I see that you retrain out of Unarmored Agility at 11? Painful Oath is a great pick up (mandatory at 11, IMO), so no gripe about making room for that one. Is there something else you feel like you could drop to keep UA?

It's more trading Unarmored Agility for Fierce Vitality.  And while it would certainly be a nice feat to have, it seems like AC attacks only do damage, which Fierce Vitality handles better.  You also get +2 from bloodthread (really +1 since it's a high level item)
The final effective defenses are AC: 44, Fort: 38, Ref:41, Will: 46, and infinite healing.

4. I see Holy Blessing --> Relentless Stride mentioned, and I see that you also reference having Deliverance of Faith, but there isn't a 6U listed in the CB summary.

Fixed

5. Relating to Deliverance of Faith, Avenger's Resolve, etc-- action economy could be a speedbump. In many encounters, T1 is move, Oath, standard. T2, you'll want to unload Fury's Advance, or fire off Soulforge Hammering. T3, you hope to be putting a first turn into your 2nd target, and T4, you're looking to finish that guy off. Because you're trying to squeeze in so many attacks, it's often hard to fit in the Minor action it takes to use DoF or Avenger's Resolve-- ironically, unless you have Holy Blessing as well, because it frees up a Minor action-- usually during T3. It's not always this way, of course. It is the kind of thing that may influence choices if you're on the fence, though.

I planed on retraining Deliverance of Fath in paragon where you no longer need THP (and before soulforged hammering).  I'll chose Agile Recovery, but if you have another idea, i welcome it.

6. I really like Astral Charge. Move + Oath + Astral Charge is a very nice opening turn. If you're able to bury the target on your 2nd turn, you have a chance to prevent it from ever getting a turn of its own.
7. Looking at your power progression, the ones you keep, the ones you drop, etc, it seems like you have a good rotation at every level along the way.

I try and keep 1 approach power, and the rest provide off action attacks.  But with so many approach powers, and room to retrain, i'm not sure Angelic Alarcity -> Inexorable Persuit -> Astral Charge is the best way to go (perhaps Crimson Stride insead of IP?).
 Also, since she ends up with a 2 long range teleports (fey strider, twin step), an approach power at high levels might not be neccicary.  Perhaps change to Vengefull Parry? (Relentless Stride, Lead the Step, and a possible Reforge the Fire would be the other interupts, and i could trade Lead the Step for Spot Weakness).

All in all, it looks like it's going to be ridiculously tough-- as expected. Without crunching DPR, I think you're looking at around 16 by L10, you'll lag during Paragon (0 DPR perks or features from paragon path, not much feat support for DPR during that range), and picks up a little, ending OK at Epic. Slashing Storm is a huge boost all by itself. In terms of actual (as opposed to strictly At-Will) dpr, you gain a pop from Soulforge Hammering and Relentless Stride, but Astral Charge, while awesome, actually comes in at less DPR than a charging At-Will. At Epic, I think you're probably looking at 3-turn kill rate on your first target, and 2 turns on your second, then 4 turn kill rate against subsequent targets. Of course, Astral Charge means your first target is probably getting 2 turns at best, since it's stunned right out of the box.

I'm depending on Battlecrazed to help out the DPR.  With Avenging Resolution it adds 4/8/12 to all the minor action attacks.  And you should be able to recharge Soulforged Hammering at least once per enounter high epic. Admittedly, it's still going to be behind 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.

Added Ring of Personal Gravity
Added Death Song Ring (paragon tier)
Ring of Circling Fangs (paragon tier)
Changed lvl 23 to vengefull parry.
Retrainted Deliverance of Faith to Agile Recovery at lvl 12

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.

DPR scrach pad..

Assuming Oath Reroll, but not the persuit bonus for attacks.

Assuming 10 damage from circling fangs ring 1/round (the extra damage from Death Song Ring/Perusuit Bonus/Hunter's Quarry will make up for when it doesn't happen).

Assuming damage from slashing storm.

Assuming battlecrazed damage.

With Avenging resolution: 1d12 averages 6.75, and 1d6 averages 4.

Attack: Wis (8) + level (15) + prof (3) + Enh (6) + feat (3) = 35
Hit chance: 10-18 * 2  (1 - .55 * .55) = .6975
Damage 1|W|: 1d12 (6.75) + 3d6 (12) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) = 41.75
.6975 * 41.75 = 29.120625
Damage 2|W|: 2d12 (13.5) + 3d6 (12) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) = 48.5
.6975 * 48.75 = 34.003125

Crit chance: 19-20 * 2 (1 - .9 * .9) = .19
Crit damage: 1d12 (12) + 3d6 (18) + Wis (8) + Enh (6) + Feat (3) + Armbands (6) + High Crit (3d12(20.25)) + 6d6 (24) = 97.25
Damage 1|W|: 97.25 * .19 = 18.4775
Damage 2|W|: (97.25 + 12) * .19 = 20.7575

Damage per 1|W| attack: 47.598125
Damage per 2|W| attack: 54.760625

Extra damage: Slashing storm (8) + Painfull Oath (8) + Ring of Circling Fangs (10)
16 * 79.75 + 10 = 22.76

At-Will DPR: 77.520625

Assuming 2 1|W| attacks per round: chance to hit once 1-(.45 * .45 * .45 * .45): .95899375
Damage: 16 * .95899375 = 15.3349 + 10 (ring) = 25.3349

Actual Expected DPR (using encounter powers 2 1|W| attacks): 47.598125 * 2 + 22.76 = 117.95625

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.

mellored,

Assuming bloodied/Battlecrazed is a bit of a stretch for me, since you don't start battles bloodied, and may not become bloodied at all. I'm a really big believer in only 'assuming' anything that you can force 100% of the time, right out of the box. I prefer to plan around worst case scenario/least favorable situation, and then package other numbers as a range that you'll fall in as conditional elements are included.

As it is, it "breaks 100 DPR", but it doesn't hit that mark until it eats 1/2 of its hp in damage.

Of course, being able to hit 85+ all day long, and being tough as **** is awesome. The lower DPR mark doesn't detract from the build if you present it as "85-106". If you pitch it as 106, you're setting yourself and the build up for criticism.

I'd rather see it received in a positive light, because this is a very creative build, and definitely gets the job done.


Re: power selection philosophy--

I agree 100% about bringing 1 approach power, and then non-Standards around that, right up until L22. As you say, once late Paragon or early Epic hit, you have plenty of mobility powers, and you can just go with non-Standards. That's the approach I've been taking for a long time, and it works amazingly well. In Epic tier play, I find that it holds up just as well as you would think it does. Vengeful Parry is a fantastic call-- I often include that instead of Soulforge Hammering in builds. It's so ridiculously easy to catch VP triggers that it basically guarantees a 2-turn kill on your first target, and will actually create single turn kills on occasion.
mellored,

Assuming bloodied/Battlecrazed is a bit of a stretch for me, since you don't start battles bloodied, and may not become bloodied at all. I'm a really big believer in only 'assuming' anything that you can force 100% of the time, right out of the box. I prefer to plan around worst case scenario/least favorable situation, and then package other numbers as a range that you'll fall in as conditional elements are included.

Your missing the "unkillable" part.  She very well CAN start battles bloodied
It's a bit rough in heroic, but with 2 defensive utils, and some support it's managable (i did it, with support from a sha-man, often going from -10 to 6 on his bonus heal).
In paragon, she'll be just fine bouncing around 0, at worst there's some action loss.
In epic there's virtually NO reason to spead a surge at all past lvl 24.  In fact, it's probably best to bloody yourself at the start of the day at that point, not that you need a rest

Of course, being able to hit 85+ all day long, and being tough as **** is awesome. The lower DPR mark doesn't detract from the build if you present it as "85-106". If you pitch it as 106, you're setting yourself and the build up for criticism.

My numbers where messed up, and i premptivly posted, you're actually pretty acruate.  75 DPR, or 120 with enounters. (i assume 1 off action attack per round).

Re: power selection philosophy--

I agree 100% about bringing 1 approach power, and then non-Standards around that, right up until L22. As you say, once late Paragon or early Epic hit, you have plenty of mobility powers, and you can just go with non-Standards. That's the approach I've been taking for a long time, and it works amazingly well. In Epic tier play, I find that it holds up just as well as you would think it does. Vengeful Parry is a fantastic call-- I often include that instead of Soulforge Hammering in builds. It's so ridiculously easy to catch VP triggers that it basically guarantees a 2-turn kill on your first target, and will actually create single turn kills on occasion.

Hmm...  Then i think i'll keep vengefull parry over astral charge.  It's not like she does any other status effect, and she can take the hit.

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 has some seriously interesting flavor...

When you referenced not actually spending surges past L24, I went, "so... he's intentionally beating himself up at that poi-- NICE!!!"

That's actually pretty bad ass for a worshipper of the raven queen. living near death and all.
this has some seriously interesting flavor...

When you referenced not actually spending surges past L24, I went, "so... he's intentionally beating himself up at that poi-- NICE!!!"

That's actually pretty bad ass for a worshipper of the raven queen. living near death and all.

Honestly it was the flavor i started with.  Wanting an avenger of the raven queen who lived near death, because it brought her closer to her queen.  Then i optimized, taking every + while bloodied and + to death stuff, and it turned out better then i hoped. 

She's also a lesbian stripper ninja with PMS (she get's annoyed when she's not bloodied)

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.

how could something so wrong be so right?

/high5
Since Mora wants to get hit and won't care after a while  I thought of trying her as a Retribution Avenger.

Stats = 10/13/10/14/18/10  (+2 damage each time she is hit & Cumulative) 
Full Blade feat - Agree start off with a big W weapon

Powers I picked =
At Will = Overwhelming Strike (duh) & Bond of Retribution ( DO a touch of damage on monster's turn) 
Encounter = Rictus Grin (Not invulnerable so a -2 to attack roll  for enemies adjacent to her is nice)
Daily = Steelsworn OAth ( 3W and can switch Oath target)

Only worked on level 1 ( I have a undying defender and  thinking about going Avenger instead of rogue)

Comments/Suggestions?
 
Since Mora wants to get hit and won't care after a while  I thought of trying her as a Retribution Avenger.

Stats = 10/13/10/14/18/10  (+2 damage each time she is hit & Cumulative) 
Full Blade feat - Agree start off with a big W weapon

Powers I picked =
At Will = Overwhelming Strike (duh) & Bond of Retribution ( DO a touch of damage on monster's turn) 
Encounter = Rictus Grin (Not invulnerable so a -2 to attack roll  for enemies adjacent to her is nice)
Daily = Steelsworn OAth ( 3W and can switch Oath target)

Only worked on level 1 ( I have a undying defender and  thinking about going Avenger instead of rogue)

Comments/Suggestions?

She's not sturdy enough to try and take hits untill paragon (unless you have good leader support), and you loose some AC/Ref and Init, also your ranged option (consider a ranged at-will, like Focused Fury).  Also, persuits act as a psudo-defender, so it helps your team a bit more.

That said, it will still 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.

Just Noticed.  You have Disciple of Death at level 12 AND 24.  THere is no mention of retraining.
 
Just Noticed.  You have Disciple of Death at level 12 AND 24.  THere is no mention of retraining.

I retrain at 16 (for Resilent Focus) and made note in the build.  Since you don't have the free surges yet, you don't want to surge every time you go down.  It's still enough to prevent failed death saves.

At level 24, we get it back, because then we want to enjoy our free surges as much as possible.

It just doesn't show in the CB, since the feat isn't in there yet.

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.

Well.  here is to waiting for CB to update so I have reason to renew subscription.

In the mean time I have one character almost to level 11 (No more level 7-10 characters)
According to the Character Creation Rules I created a level 8 Character.  Please critique.


====== Created Using Wizards of the Coast D&D Character Builder ======
Angeliqe, level 8
Revenant, Avenger
Avenger's Censure: Censure of Pursuit
Choose your Race in Life: Shadar-kai
Background: Impiltur (Impiltur Benefit)


FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 16, Wis 20, Cha 8.


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



AC: 23 Fort: 18 Reflex: 20 Will: 22
HP: 76 Surges: 8 Surge Value: 19


TRAINED SKILLS
Religion +12, Stealth +12, Perception +14, Endurance +12


UNTRAINED SKILLS
Acrobatics +5, Arcana +7, Bluff +3, Diplomacy +3, Dungeoneering +9, Heal +9, History +7, Insight +9, Intimidate +5, Nature +9, Streetwise +3, Thievery +5, Athletics +4


FEATS
Level 1: Weapon Proficiency (Fullblade) ((Big Blade))
Level 2: Unarmored Agility  ((Can still go down))
Level 4: Melee Training (Wisdom) ((For OA and Bond of Foresight))
Level 6: Avenging Resolution  ((Fullblade becomes Brutal))
Level 8: Restless Dead  ((+2 Attack and Def when 0 or less))


POWERS
Avenger at-will 1: Overwhelming Strike  ((Primary At-Will))
Avenger at-will 1: Focused Fury  ((Isolate Oath BUT after attack))
Avenger encounter 1: Avenging Echo ((If I am hit or missed target takint radiant damage))
Avenger daily 1: Aspect of Might  ((Bonuss ))
Avenger utility 2: Avenger's Resolve (( Reset all 5 - Helps when bloodied))
Avenger encounter 3: Fury's Advance  ((Minor action attack))
Avenger daily 5: Bond of Foresight ((OA generator))
Avenger utility 6: Deliverance of Faith  (Minor action Heal - Maybe add Death's Quickeniing??))
Avenger encounter 7: No Respite  ((Isolate Oath before attack))


ITEMS
Adventurer's Kit, Holy Symbol, Bloodthread Cloth Armor (Basic Clothing) +1, Belt of Sonnlinor Righteousness (heroic tier), Battlecrazed Fullblade +2, Iron Armbands of Power (heroic tier), Elven Cloak +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I realize that this build is old, but I must inquire:

1)  Is this build still highly effective as a damage absorber/striker.
2)  Are there any backgrounds that synergize well with it? 
I realize that this build is old, but I must inquire:

1)  Is this build still highly effective as a damage absorber/striker.
2)  Are there any backgrounds that synergize well with it? 


1) It needs some tweaks (drop fierce vitality, get some daze saves boosts), but essentially yes.
2) Born under a bad sign.  Keeps negitive bloodied a little further away.

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.

really, at this point i'd just be waiting for your DM to knock you unconscious, then park that level 1 goblin (MM2 or MM3, can't remember which) that has an aura 1 "can't regain hit points" next to you...
really, at this point i'd just be waiting for your DM to knock you unconscious, then park that level 1 goblin (MM2 or MM3, can't remember which) that has an aura 1 "can't regain hit points" next to you...

You don't fall unconcious.  And the "knock unconcious" thing only works against monsters.

And not regaining hit points hurts anyone.

It's the mindflayer's you need to worry about.  They have a "if this attack reduces an enemy to 0 or below, it dies".  It's how i lost the origional Mora.

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.

Might I congratulate you on a build that not only captured my imagination when it came to the numbers but the endless hours of enjoyment I'm going to get out of creeping out my fellow role players !!!

My characters name is Mursucid if you pick up what I'm laying down!

I changed a few things..  I took a theme --- Spellscared harbinger --- and took twist of fate at level 1 and at 10 vanish
For my background I took gritty sgt--- story is I came to be obsessed with death after my whole command died(as well as myself) died I came back as a revenant to wreak havoc oh yes havoc--- and started paying hommage to the queen --- +1 initiative and one martial weapon prof-- longbow

I also took divine fate as a feat you or an ally can reroll any fails skills, ability or saving throw!!! and you can refresh it once instantly and then once by crit if you need to --- so with twist of fate that is four rerolls --- and if you dont need em you can use em for other things!

Anyways thanks and I'll watch out for illithids... www.caterangel.com/living-dead-girl-deta... picture of Mursucid !!
what to do with 27 encounter power if you dont want to choose any other than you already have?
Wow! Mora is truely unkillable as her thread returns to the living. 
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