The Ghost with the Most (revenant handbook)

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Last post
How do you kill.. that which has no life?


Colors

Standard char-op color scheme.

Red = BAD, to be avoided
Pink = Below average, but still has some use.
Black = Average, where things are "supposed" to be.
Blue = Above average, where char-op starts.
SkyBlue = Excellent, prime choices.
Gold = Game changing, or nerf bait.
Green = Can't rate, ususaly because has questionable rules, or it depends heavily on your specific Campaign/DM (e.g. not combat oriented).

 

 

Why be a revenant:


1) Flavor, Let's face it, jesus would be one.
2) Survivablility, With no investment, your arguably the toughest race.  With enough invenstment, you can become neigh indestructable.
3) Racial Feats with different stats For instance, you can use Dwarf feats with a +Dex class. So if you want to play a genasi rogue, or a shardmind battlemind, consider killing yourself first.

 

 

 

 

Features:


Stats: Dex + Con/Cha  Good for several classes.
Speed: Normal
Vision: Above normal, but not very usefull.
Languages: Slightly better then norm, since you get a choice
Dark Reaping: Non-scaling conditional damage, still it's a free action, and can trigger off yourself.
Past Life: Yup, (nearly) full acess to another races feats. This will be discussed lower.
Undead: Your vulnerable to your cleric, this can be a hazard, though on rare occasions, a benifit.
Unnatural Vitality: THE reason to be a revenant. Starts out awsome, and just get's better.


As noted, the ability to not die is the main strength of this race. Thus it naturally makes this race excel at being a defender, and are good for other class that likes to be in the fray.  Being a ranged guy who hardly get's hit is sort of a waste, and should consider elf instead.

Classes

Battlemind = Con primary defender who can littereally jump in front of hit's for allies, 'nuff said.
Paladin = A defender with healing and a mark mechanic that doesn't require an interupt makes this a top choice, even without perfect stats.
Vampire = With perfect stats, and built in regen while blooded, your going to be horribly hard to put down.
Ardent = Front line, and can lean defender, and has awsome feat support.
Assassin = Perfect stats for a build, and some excellent feats, along with quality flavor.
Executioner = Perfect stats for a melee striker.
Hexblade = Another perfect stats melee striker.
Monk = Being able to get surrouned, five storms + fury of blows without worrying about dying, and perfect stats for one build, flavor doesn't match to well.
Rogue = Good stats, and is known to take a beating.
Scout = Another Dex based melee striker.
Thief = Good stats, and likes to get into the think of things.
Avenger = Stats are better as persuit, but have the survivability martyrs desire, and they do take hits.
Barbarian = Barbs get several self heals, so they can charge ahead without worring about getting away from the group, but the lack of Str keeps it from being sky blue.
Binder = Good stats, but ranged attacks.  Though you get some nice benifits from reducing yourself to 0 (sacrifice to caiphon).
Blackguard = Str based, but a melee character who likes hurting himself wouldn't mind the extra thoughness.
Cavalier = No stats, but still a defender who likes being tough.
Knight = No Str, but a defender and optional melee training (con).  If your a half-elf and Eldrich Strike, this becomes amazing.
Fighter = No Str, but still a strong defender who can take alot of hits.  Consider tempest or battlerager.
Slayer = No Str, but optional Melee Training (Dex), or the ability to grab Eldrich Strike, they work well.
Warden = Wardens are known for attracting too many attacks, but that's now a good thing.
Warlock = Not front line, but the right stats, horribly easy backstory.  Revenant does allow you to use Prime Shot to full effect.
Warpriest = Front liner's who can lean defender, even if they don't get the Wis boost.
Bard = Generally aren't damage takers, though can mix it up in the front line.
Ranger = Stats for the backline, or toughness for the front line. Melee archers are fun and can 
Swordmage = Defender, but bad stats and suprising often not in the front lines.
Sentinal = Melee leader, but no stats.
Ruinpriest = Not good for stats, and front line.
Warlord = Front line, but bad stats.
Cleric = Better for Str based, and at least when you use turn undead you won't hurt yourself.
Druid = No good stats, and only in the front on occasion, unless your a Swarm
Hunter = Another backlind controler, though at least you got some stats.
Seeker = Stats, but still a ranged attacker.
Sorcerer = Another backliners, though good stats.
Invoker/Psion/Mage/Wizard = All backline without stats.

 

 

 

 

Just because you can, doesn't mean you should


Playing without a chance of dying can destory the fun for yourself and for others.  So know your group, and limit yourself apporpriately.  These few changes will let you still be a tough as nails undead, but keep you from being a truely unstoppable monster.

Mello's Houserules

1) Death's quickening = "Unnatrual Vitality no longer dazes you".
2) Ghostly Vitality = "you are insubstantial while you have less then 1 Hit Point". 
3) Belt of Sonnilinor Righteousness = "you gain resist 10/20/30 all while unconcious".
4) Raven Consort/Cycle of Life = "You gain a +2 bonus to death saves for each failed death save.  Additonally, if you get a result of 20 or higher on a death save you can spend a surge to regain hit points equal to your bloodied value".
 

 

 

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.

Whom to have been.

I'm rating each race, and how Past Soul works.  Ratings assume you are going the "undying" route.  If your not going to be "undying" or taking a race specific feats Elf is probably the best, for it's encounter reroll.

Remember, it's only prerequisits.  You don't get racial features like shardminds telepathy, or elfs shifting in difficult terrain, or half-elfs dual herritage, or dwarfs resist forced movement, or pixies flight....  It cost something to die.

Shadar-Kai, Soul Lot's of good "near death" feats, and a requirement for Raven Consort
Deva: Soul: A few choice feats (Potent Rebirth) and an epic destiny that let's you be even more races.  The soul is versitile and can be used on DST.
DragonbornSoul: Draconic Arrogance, and lots of "while bloodied" feats.
Dwarf: Soul: Survivability on top of survivability, you litterally cant get tougher then this.
Longtooth Shifter: Soul Since you can near always be bloody, this is very good.
GithzerialSoul: Gith Blade Mastery and a few other great feats.
Razerclaw Shifter: Soul Easy to be bloodied.
Human: Soul, Soul Several good of saving trows feats, one of the best racials, as well as a nice soul feat (you can take both).
Genasi, Soul Good feats, and good racial powers.  You may be able to convince your DM that Extra Manifestation works (CS has ruled it doesn't, unless you take it twice, which implies dual manifestation would work).
Drow
, Soul Many unique feats. and a good racial
Tiefling
: Soul: Lot's of good (fire) feats for tieflings, and revenant Con for warlocks.
Warforged Soul Few feats (warforged tactics is a win).  Warforged Resolve basicly eliminates all damage you took in the previous round.
MinotaurSoul: Soul: A few useful feats (Beast Within), but your always better to get melee training for your charge, and you generally will be avoiding unconsciousness and will likely be dazed anyways.  Note that you can take both (but neither is recommended).
Elf: Soul: One of the best racials, but little usefull racial feats.
Mul: Soul: A few ok feats (you don't get dwarf/human), a very nice Racial PP.  The soul is one of the few ways to shrug of daze, but is overtaken by superior will.
Half-Orc: Soul: A few damage boosting feats, and a decent damage boost soul.
Goliath: Soul: Increased surviveability a bit, but less then the dwarf/warforged, Good Paragon Path however.
Thri-KreenSoul: Wield an extra weapon could be useful (defensive is an easy choice), and a solid encounter.
HalflingSoul: Minor Threat is a quality utility, but that's about all they have.
Kobold Soul: A decent leaderly power.  Dragon’s Indomitability is a quality feat, but that's it.
Pixie Soul: Streak of Light, and an ok encounter.  But you don't get flight or anything.
Eladrain: Soul: Lot's of use (and feat support) for teleport, but not much else
Gnome: Soul: Invisibility might help for stealth builds, but there are other ways to get it.
Shardmind: Soul: Some Psy Feats, but that's about it.
WildenSoul: Treeborn PP gives you 19-20 crits, but that's about it.
Kalashtar: Soul: A few decent feats, and a ok soul.
Svirfneblin Soul: Mild defensive racial, but that's about it.
Half-Elf: Soul: Soul: Horrible feat support.  You don't get human+elf, solid encounter power, and the highly abuse dillitante.  Note that you can get both.
Goblin Soul: All the feat support requires the racial.  Which doesn't have alot of uses.
Shade: Soul: No feats, an a very strong racial power IF you know how to abuse it.
Vryloka: Soul: No feats, nor a good sould feat.
Changling: Soul: No feat support, a very fun racial however.
Gnoll: Soul: Nothing here, except a ok soul (as you'll be bloodied).

Monsters have no feat support.  Though by RAW, you may not "need" DM approval.

Orc SoulStr only, though it is a heal on hit power.
Duergar Soul: Extra attacks are always useful.
Bladeling Soul: Extra attacks are always useful, and there's even a (1) feat for it.
Hobgoblin Soul: While not a complete waste, take Mul instead, as this can't be used vs daze.
Githyanki Soul: Can be useful, but generally meh.
Goblin Soul: Can be useful at low levels, but most classes will have better immidates to use.
Bugbear Soul: A little extra situational damage.
BullyWug Soul: You litterally get nothing.
Kenku Soul:  You litterally get nothing (though mimicry is a good houserule).

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.

General Feats:
Restless Dead (raven queen): Can be superb with the right investment.
Unnatrual Mantle (Ardent): Allies get bonus healing without action loss.  Yes plz.
Reapers Resistance (Death's Blessing) : Resist to a common damage.
Resilience of Death (Death's Blessing): Resist to a slightly less common the Reapers Resistance.
Divine Fate (Channel Divinity): Usefull out of combat as well as in, remember, Deaths Saves are saves.
Death's Grip (Battlemind): Improves your mindspike.
Past Life Flashback: not a bad trade, but not worth the feat.
Remembered Knack (Multiclass feat): Better then skill training, but still not great.
Revenant Challenge (Paladin, Raven Queen): Vuln Necrotic can be powerful in the right team, but it doesn't scale.
Grave Furry (Monk): The one necrotic attack your likely to have is probably smaller then the lost damage, let alone the fact it needs setup.
Dreadfull Doom (Invoker): Thematic, but horribly weak.
Grave Fortune (Cleric): Only helps at the lowest levels
Death's Blessing: Campaign dependent, but lot's of fun possibilities.  Also a prereq.
Death's Quickening: Rules Questionable, but an extra minor action could be pretty nice.
Past Soul: Trade your lame racial power for another one.  I've rated them above.

Paragon:
Fierce Vitality: By paragon, it's likely you'll have 9+ on your death saves, but if you don't, this makes a very nice backup.
Death Scorned (Con 13):+1 untyped, every little bit helps.
Unnatural Stamina:  Extra surges are nice, Resist is nice, but not enough / too conditional.

Epic:
Ghostly Vitality: Insubstantial, and extra actions.  Possibly the most broken single feat in the game.
Eerie Resurgence: Standing as a free action is useful.  You'll likely ignore the rest of the feat.


Dark Reaping Feats:


Generally Dark Reaping feats are a waste, since it's difficult to control, and doesn't scale, and your likely to have just replaced it with a Soul Feat.  However, they stack, so the more you have, the better it get's, take enough and it actually can be Usefull, even Great for assassins.

Dark Reaping Feats:

Heroic:
Dark Feasting: A decent amount of THP at low levels, but again it doesn't scale
Spectral Reaping: Highly conditional, but double damage can make an encounter
Chill of the grave: Adding the cold keyword has it's uses (Reaping Synergy), but Scar of the Shadowweave is strictly better.
Empowered Reaping: better off taking any other damage feat

Grave Dust Assassin (assassin): Greatly increases the damage.  Good even if you don't take any other reaping.
Mind Rot (Psion): You can repeatedly use dark reaping as long as you keep killing.  This can extend your investments.  This get's better with Arbiter of Justice (avenger).
Reapers Quarry (ranger): Stackable vuln Con. With enough attacks, it can really add up.
Grave Dust Advantage (assassin): Bonus shroud is good.
Scar of the Shadowweave(spellscar): Enough small bonuses to make it worth considering.
Death Curse(warlock): can be good for minion poping
Draconic Reaping (dragonborn): Adding keyword of your choice can be useful.
Hellfire Soul (tiefling): Fire is a good keyword for tieflings
Life Thief (rogue): Adds a fair amount of scaling damage
Marked for Death (mark): possible minion poping
Dark Invitation (invoker): why an invoker would want to pull i'm not sure, but it's at least large.
Dreadfull Doom (Invoker, Malediction): Adding a small, conditional push for a turn isn't worth a feat
Reaping Vengence(avenger): Minimal damage boost

Paragon:
Reaper's Strike: Untyped Bonus to hit is always good, Better if you have a "heal on hit" power
Reaping Burst: Can add a fair bit of damage with multi-targets and "until end of next turn"
Thin the Herd: Not to usefull by itself, but add a Blood Fury weapon and you (mostly) control when to use dark reaping.
Distant Reaping: Helps trigger your reaping, but you want Thin the Herd first.
Double Reaping: By paragon, the damage is only useful in minion killing

Epic:
Reaping Renewal: Not usefull by itself, but it doubles your investments
Reaping Synergy: Useless without the right damage type.  This can actually make spending all your other dark reaping feats worth while.

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.

"Anything you can do, I can do deader."

 

Even the dead need some R&R - Healing While Below 0

 

 


  • You can still die at negitive bloodied, heal before you get that far.

  • All healing start at 0, so you only need a small amount of healing to wipe out the dept.

  • Everyone has a second wind, use it while your down.

  • As soon as you heal, you are not dazed, and have the rest of your actions.

  • If you have no surges and are healed you still gain 1 HP.

  • 1 HP is possibly when you are most vulnerable, since the below 0 defenses havn't triggered, and a nasty hit (crit) could drop you below negitive bloodied.

  • Regen doesn't work below 0.

  • A few creatures can auto-kill someone below 0.  Knowledge checks are your friend.


  •  

 

 

Some ways to heal

Note that this is not an exaustive list by any means, just a few examples.
 

  • Warforged Resolve: (feat Warforged) A minor action, surgeless, encounter heal.

  • Reforge the Fire: (Avenger Daily Utility 16) Heal on hit, and bonus attacks.  Very Much an "I win button".  Pure Gold with lorekeeper's 30.

  • Potion of Healing: (item 5) While it's better to just spend a surge, this will bring you back to positive for a minor.  And it will work even if you don't have a surge to spend.  It's rated sky blue because by paragon, you can have enough to effectivly do it at-will.  Just be ware that 1 HP is a dangerous place to be, since you're close to negitive bloodied without your "below 0" to protect you.

  • Knight Hospitaler: (theme) Nice way for an ally to bring you back to positive.

  • Battle Standard of Healing: (Item lvl 3) 1 HP isn't alot for most people, but it's all that you need.  Still take a standard to setup however.  Again, be aware that 1 HP is dangerous.

  • Leader's Heal (any leader class): Your standard way of healing, works just fine for you too.

  • Spellscared Invigorate (spellscared feat) Free healing when someone ignores your mark.

  • Anointed Mace (Mace, lvl 3+): Free heal when you kill something.  To bad most people who do the killing don't do so though maces.


  •  
 

 

 

     

     

    What you need to stop the bleed - Death Saving Throws.

     

     


    • Healing (Second Wind) before the end of your turn prevents you from making your first DST.

    • Failed death saves reset only when you rest (short or extended)

    • You can spend a surge when you roll a 20+ (including bonuses) on death saves.  It's possible, though somewhat costly to get your bonus high guarantee it.

    • Death saves are "saving throws", but not something "a save can end".

    • The "standard" package of death saving throw bonuses is Periapt of Recovery (+2 item) + Disciple of Death (+5 feat) + Haunted Armor (+2 power) + 1d20 (1-20) = minimum 10.

    • A few creatures give penalties to saves, so +9 isn't truly a guarantee.  Knowledge checks are your friend.


    •  


    Bonuses to Death Saves List

    List of bonuses to saving throws.

    Rituals:

     

     

     


    • Seal Death's Door +2 power, cost a surge (not necicaraly yours), last 24 hours.  Use it before you sleep.


    •  


    Themes:

     

     

     

     


    • Tuathan: +1, not sky blue by it self, but come level 10...

    • Chevalier: +1 power to all


    •  


    Classes:

     

     

     

     


    • Slayer: +1 to all

    • Warpriest (Sun): +2 untyped (also works on allies).


    •  


    Feats:

     

     

     

     


    • Disciple of Death (Wis 13): +5 feat, this really reduces the value of other feats

    • Resilient Focus: +2 Feat to all, this flat out repalces alot of other feats.

    • Unfailing Vigor: Spend a surge on an 18, basically a +2 for surge purposes.

    • Born of Shadows: +1 untyped to all.  Small, but complete.  This rating assumes you have no issue generating dim light (enshrouding candle).

    • Stubborn Survivor (human) +2, easy condition

    • Pulse of Life (Channel Divinity): +10 power as your CD, emergency backup

    • Die Hard (human): +5 feat on third save and surge on 15+, better with avenging haunt

    • Vengeance's Reward (Avenger, Avandra) +2 but not a very common condition

    • Victor's Confidence (fighter, con 15) +1 easy-moderate condition.

    •  

    • Angry Grandfather (barbarian 11) +0-4

    • Fierce Vitality: (Revenant 11) Let's you fail once.

    • Death Scorned (11): +1, better with avenging haunt, but possibly a trap if you have 11 Con and no other bonuses.

    •  

    • Timely Revival (human martial 21): This allows you to make all your actions on your first turn, which would be excellent, but it competes with Ghostly Vitality.


    •  


    Items:

     

     

     


    • Survivor's Belt (11) roll twice is about worth +4 (untyped) but it has hard compitiion with Belt of Sonnlinor Righteousness

    • Life Charm (neck, 25/30) - Gives you an effective +10, but it also prevents surging on 20+.

    • Horreb Ritual Cube (wonderous 18) +2 item to all.  Everyone should have one.

    • Kord's Relentlessness (alternate 5+) +2 item, slotless, and a daily surgeless heal, but rare.

    • Bloodthread (cloth 5+) +2 item to all (when bloodied)

    • Verve Armor (scale/plate 4+) +2 untyped Daily take 20

    • Haunted Armor (any) +2 power, increases +1 each failure.

    • Periapt of Recovery (neck 8+) +2 item

    • Nullifying Ring (ring 30) +3 item to all, would be skyblue, but it's expensive

    • Ring of Protection (ring 17) +1 item to all.

    • Death's Brink Armor (scale/plate 7+) Takes 4 failed death saves to die; Daily +2/3/4, more usefull with avenging haunt.

    • Rager's Belt (waist 2) +4 to your first DST while raging (can be activiated with a lvl 10 Soulfang Rage), at low level it won't be active enough, at higher ones, you've got better, more continuous belts.

    • Potion of Spirit (consumable 5+) +1-6 power for the encounter, cost a surge

    • Raven Cloak (neck 9+) Daily reroll any save with +5 (+10 on death save)

    •  

    • Woundstich Powder (Wonderous 1) Stabilize Dying in item form, though a bit better since there's no roll and it stops ongoing damage as well.  Still needs an ally.


    •  


    Paragon Paths:

     

     


    • Self Forged (artificer, not warforged) Take 10.  And, depending on your reading, means if you squeeze out +10 of your own to auto-surge.

    • Horizon Walker (Ranger) + Wis.  It's also got Stat flexible powers.

    • Flamebrow Commander (Warlord, bravura) + Cha. Hard to qualify.

    • Avenging Haunt (revenant) Statisicly, you'll last the encounter, but since it's luck based, you still want some bonuses/rerolls.  Death Scorned combo's nicely.

    • Raven Hearald (rogue, raven queen) +4, Good bonus, easiest to qualify for

    • God Fragment (warlock, vestige) +3, Good bonus, hard to qualify for, but you got a surgless heal on an AP, and it's Con based.

    • Warforged Juggernaut (Warforged) +2 to all, str based, but easy to qualify for (warforged soul FTW).

    • Grim Blackguard (Blackguard) +2 to all, str based.

    • Abiding Reaper (Shadar-Kai) reroll with +5 1/enounter, and the daily let's you spend a surge.  Not a bad PP all in all.

    • Dark Watcher (good or lawful) It keeps you alive a little longer, but does nothing to keep you concious.

    • Eternal Blade (battlemind) This is a trap, since you're limited on actions till your first deathsave.

    • Blooded Champion (Minotaur) Another trap, don't mix below 0 medication.


    •  


    Epic Destinies:

     

     


    • Raven's Consort (shadar-kai, raven queen) Surgeless Heal on a 20+.  You never have to take an extended rest again (though getting dailies back is nice).  That would be enough by itself, but you also get a cumulitive +2 to your death saves and defenses.

    • Rune Maker (runepriest), failing death saves is now a GOOD thing.  Combo with the Rod of Death for some serious removal.  To bad it's lvl 30.

    • Sage of Ages  (arcane class) A "reroll", and with a good arcane check +5 to all.  While revenant lack int and arcane classes tend to be ranged, but if your going for one (swordmage?), this is an excellent option.  The level 30 feature isn't a wasted either.

    • Unyielding Sentinal (Defender) Roll twice on all saves, keep either, which is worth about +5, also some surgeless, if uncontrollable, healing.

    • Destined Scion: A very generic ED that will fit anyone who wants higher stats and likes to hit.  Gives a flat, stackable +2 to all, and the revive feature is controllable, so you don't waste it.

    • Keeper of Everflow: +2 to all is one of the options in this rather versitile ED.

    • Reborn Champion : Basicly +2 that doesn't stack with Unfailing Vigor, everyone qualifies.

    • Guardian of the Void: +2, possibly more if your allies take it as well.

    • Start-Favored Champion (martial) auto 20, which is really nothing special for you.

    • Beast Lord (Ranger, Beastmaster) don't die from negitive bloodied or deaths saves as long as your beast is above 0.

    • Eternal Seeker: While having nothing directly, it can pick up Cycle of Life from Raven's Consort 6 levels later.

    • Martial of Letherina: +2 possibly more, which is good by itself, but the utility is a TRAP


    •  


    From Allies:

     

     


    • Harbringer of Rebirth (feat cleric): +5 feat, best healing feat they can get for you

    • Warpriest (class Sun domain): +2 untyped.  Possible to pick this up via multiclass.

    • Shield The Fallen (feat dwarf) +2 to all (and defenses) but distance is limiting.

    • Combat Medic (feat heal): For a friendly minor action, you can skip your death saves (untill you take damage).

    • Hearld of Maddness (PP barbarian, monk, ranger): Reroll within 5, but you take some (probably resisted) damage.  Not an amazing PP for them however.

    • Voice of Thunder (PP bard): +2 within 5, but the only need to be within 5 for a moment.  Solid PP otherwise.

    • Dark Watcher (PP Good or lawful): +2 untyped.  A rather lazy-leader-ish PP.

    • Icon of Hope (divine 21) +1 to all

    • Guardian Spirit(feat shaman, protector): unconcious ally's get's resist 20 and +2, has it's uses in heroic, when you might risk falling down.

    • Stabilize Dying: It takes an ally, but you stop making saves untill you take damage. This can be very usefull, or a waste of an action, depending on alot of things, but everyone has it.


    •  


     

     

     

    Dealing with the Daze - How to keep all your actions.

     

     

     

     

    • You are only dazed when you are "subject to the dying condition".

    • So once you clear daze, your stay that way till you get healed and drop below 0 again.

    • Failing a death save still makes you unconcious.

    • Note that daze allows for standard, move, or minor. So if you use a minor to end it (or heal), you'll still have your standard and move.


    •  
     
    Anti-Daze

    • Topaz Crusader (Epic Destiny Psionic) Flat immune to daze, so you won't miss any actions.

    • Superior Will (Feat Wis 15 or Cha 15): Your top option, availible to everyone at the cost of some stats.  It get's better if you stack saving throws.

    • Circlet of Arkhosia (Item Head lvl 14/24) Basicly superior will, the item (but they stack).

    • Increadible Toughness (Feat -> Past Soul, Mul) Once per encounter end daze, no questions asked.

    • Persistent Threat (Feat, Human, 11) Won't end daze, but it can give you some of your actions.

    • Deneith Protector (PP, Mark of Sentinal) Gives you a chance to shake a daze, but it's hardly reliable.


    •  
       

     

     

    How the undead get ahead - taking advantage of your survivability.

     

     


    • Anything that gives bonuses while blooded (battlecrazed) also works when below 0.

    • CS has ruled that anything that happens "when you are reduced to 0 or fewer" (Stormhawlk Vengence) triggers when you go from -10, to -20, but expect some DM's to disagree.

    • Of course, normal bonuses (expertise) work for you as well.


    •  


    Bonuses

     

     

     


    • Death Knell (feat channel divinity) This derserves special mention, since it allows you to "drop to 0". Which could trigger any number of thigns.

    • Boots of Caiphon (feet 24) Shift as a minor is useful, but the more interesting part (for revenant) is that you take damage.  So if you plan on letting a battlestandard of healing get you back up, or quaff more potions then you have surges, it'll drop you back to right under 0.  Which can be your safest place to be.

    • Avenging Spirit (human 11) Not for yourself, but for your allies, who can also profit from your frequent trips below 0.  They can litterally break the game if they take the Warmaster ED.

    • Heroic Effort (Warlord 2)  Solid bonus for your allies.


    •  

     

     

     

    Themes:
     

    • Iron Wolf Warrior: Free attack every time you drop.  Note that you have to "start dying", so it will only trigger once per heal.

    • Tuathan:  Remove all effects.  Great if you stack death saves to 19+, and Doubly great with Timely Revival.

    • Mecenary: +1 to defense while bloodied.  Likely you'll be bloodied alot.


    •  


    Items:

     

     


    • Death's Brink Armor (scale or plate) Due to poor wording, you can't die.  Yes, the entire description is gold, because it's that broken.  Being indestructable is kinda pointless.

    • Belt of Sonnlinor Righteousness (waist 6+) Makes going below negitive bloodied very difficult.  Beware of makeing the game unfun.

    • Battlecrazed (Axe/heavy blade 4+) Everyone can use more damage (3.5 per tier)

    • Frost Fury (Axe 3+) About the same damage as Battlecrazed for Con builds, but it add the cold keyword for frost cheeze.  To bad Axes are generally worse then heavy blades.

    • Dragonborn Greaves (feet 12): Speed and a little defense.  Not much foot slot compition untill later levels.

    • Ring of Circling Fangs (ring 20): Decent Auto-damage.  Excelent for defenders.

    • Bloodfire Armor (Chain/Scale/Plate 13+) Low and Unfriendly but still Auto-damage.

    • Bloodcut Armor (leather/hide 4+) If you don't plan on staying below 0

    • Ring of the Risen (ring 23) bonus healing, not bad.

    • Death Song Ring (ring 19) Extra auto damage, if small and somewhat conditional.

    • Shroud of Protecton/Revival (wonderous 2/7) By RAW, this can give you a near permenant reist 20 (and +2 power to death saves), many DM's may balk at this.


    •  


    Feats:

     

     


    • Stormhawk's Vengeance: Massive amount of scaling auto-damage.  Still great for those in back.

    • Restless Dead (raven queen): A large bonus all around if you can stay down.

    • Tempest Magic (Sorcerer, Con 13, Dex 13, storm magic)Nice damage boost

    • Ape's Reach (Druid) Reach is hard to come by.

    • Cheetah's Speed (Druid) More speed boost

    • Bloodied Fleetness: Faster is better

    • Don't Count Me out (human) +2 feat bonus to several nasty conditions.

    • Life on the Edge (shadar-kai) Nice boost

    • Feign Injury (bluff) Still not worth a standard action.  Better if you can bluff as a minor.

    • Death's Quickening: Someonwhat questionable if it does anything at all (CS said yes), but an extra minor is useful.

    •  

    • Wrath of Defeat (runepriest, wrathfull 11) Free attacks are always good, and since it's an interupt, you can even do this on the first turn you drop.

    • Saving Grace (divine) every time you succed on a DST, you grant a heal.

    • Invoker's Blaze (Invoker 11) good bonus damage

    • Shadow's Inexorable Grasp (assassin 11) Could be usefull, but do you want to spend your shrouds this way?

    • Quori Backlash (Kalashtar 11) Rules Questionable, but a nice chunk of free damage from being dropped below 0.

    •  

    • Ghostly Vitality: The actions you get are questionable (CS has said you get them, which is amazing) but even without them, it's hard to argue with insbustantial.

    • Bold Spirit (warlord Bravura 21) Good way to generate THP


    •  


    Race Feats/Powers/ect:

     

     


    • Potent Rebirth (deva) written perfectly for revenant.

    •  

    • Avowed Dragonfoe (Dragonborn) Very campaign specific

    • Curse of Io's Blood (Dragonborn warlock) I don't know many warlocks with Str

    • Plauged Breath (Dragonborn, spellscar) Bonus is to small

    • Bloodied Invigoration (Dragonborn, fighter, con 13) Nice in heroic, but fades.

    • Dragonborn Frenzy (Dragonborn) Another one that's nice in heroic, but fades.

    • Raging Drake Form (dragonborn druid) Good things for swarm druids

    • Draconic Healing (Dragonborn, cleric) Depends on your stats, but this could be nice.

    • Io's Challenge (Dragonborn, paladin) Depends on your stats, but this could be nice.

    • Dragonborn Zeal (dragonborn 11) Surgeless, but takes a feat and util slot

    • Bloody Insperation (Dragonborn Warlord 11) Depends on your stats, but this could be nice.

    •  

    • Gold Dwarf Pride (dwarf), seems like it would be good, but it requires you to go unconscious, which we avoid.

    • Ancestral Wrath (Forgeborn Heritage, Dwarf) Stacks with Bloodied Fleetness.  And your not even slow to begin with.

    •  

    • Minor Threat (halfling Utility 2) Nice buff, though it's a power bonus, and a stance.

    • Know When to Fold (halfling) Usualy enough to avoid OA's

    • Indomitable Halfling (halfling) Not enough to make a difference.

    •  

    • Pain Doesn't Hurt (human 11)  Humans are good at this sort of thing

    •  

    • Quori Desperation (kalashtar 21) TRAP!!! Do NOT take this.  It good for non-revenant though.

    •  

    • Beast Within (Minotaur 11) Nice stacakble bonus.

    •  

    • Holy Savagry (Shifter, divine, Channel Divinity) There are better bonuses more often.

    •  

    • Deathless Warrior (shadar-kai 21) Large damage reduction if your Con based, and it's stackable with resist.

    •  

    • Secret Escape (wilden 11) Way to limited to be usefull.

    •  

    • Secret of Enduring Vigor (wilden 21) More of a daily utility power then a feat


    •  


    Paragon Paths:

     

     


    • Marty's Strike (Scion of Sacrifice) Free at-will attack?  Yes plz.  Just make sure your DM agrees, since you don't fall unconcious.

    • Death Reprisal (Avenging Haunt Revenant) A decent retalitory bonus, and it comes with a death save boost.


    •  

     

     

    Epic Destinies:

    • Raven's Consort (Shardar-kai, Raven Queen) Besides the bonus to saving throws and the free healing, you get cumulitive bonuses to defense.  So yes, it deserves being mentioned twice.

    • Guardian of the void: Resist 15 necrotic, and regen 5 while bloodied.  Not massive, but it helps.  Paticularly since it comes with DST bonuses.

    • Keepers of the Everflow: Regen 5 while bloodied, as well as radiant damage.  Note that you don't get both regen and +2 to all saves.

    • Rune maker: In an odd twist, you want to FAIL death saves for this.  Doing so removes all negitive effects, and gives you a "teleport" 10.  However, you might go an entire encounter without failing 3, even if you start below 0.  Combo it with a rod of death however...


    •  


     

     

     

     

    Downsides of Death - What to watch out for


    There are things in the game which specificly hurt undead creatures.  That's you.  I'm not sure how to rate them, so i won't.

    Show

    Turn/Rebuke Undead - Your invoker/cleric ally have burst that hurt undead.  So be wary of them.
    Glowstone - Specificly target undead.  Though it's generally you don't have radiant vuln (vampires do).
    Blessed Soil - It would take a very mean DM, but in the event you died, this would prevent you from being raised.
    Some monsters affect things below 0 - A few monsters have "if this attack reduces the target to 0 or fewer", do something special, including some that will flat out kill you.
    Goul Candle - You can use them.

     

     

     

    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.

    Now that you've been dead a while - Racial PP


    Avenging Haunt

    The powers don't have a weapon or impliment keyword, and thus won't get an expertise bonus.

    Ghostly Action: Not the worst, but you'll probably have insubstantial in epic anyways.
    Death Reprisal: Good bonus for a common condition.
    Deathly Retort: Off-action attack, but it lacks many keywords and thus sufferes from a lack of "expertise" bonus.
    Haunting Form: Sustainable phasing has all sorts of fun applications, unfortunatly it's stustain standard, and you can't fly very high.
    Unkillable: The real reason to take this PP.  Consider Death Scorned if you have the Con.  Barring bad luck, you'll get enough death saves to last an encounter, so you can skip stacking death saves.
    Death Locus: Decent damage, but like Deathly Retort, it lacks the keywords neccicary for the "expertise" bonus.

    Of paticular interest is Raven's Consort ED and haunted armor give you cumultive bonuses to death saves.  So you can ensure you don't fail.

     

     

    The end of Death - Racial ED


    Free Soul

    The rating depends on how you read Destiny Claimed, and what consists of a "forced reroll".

    Destiny Claimed: There are very few monsters this will apply against. Really, how many epic halflings do you expect to fight?  However, if you count brutal, elven accuracy, or numerous other effects as a "forced reroll" this becomes quite abuseable,(vaporal falchion with gauntlets of destuction) i'm not sure how RAW that is however.
    Fate Denied: Since you're likely to have healing covered, the only other concern is status effects, and you did stack saving trows (right?).
    Escape Fate: Good when you fail a domination save, since it stacks with your feature.  Also works with death saves.  Still a little weak for a daily.
    Twist Fate: Turn about is fair play, but as a capstone.

     

     

     

     

    Those who have died before you - Sample Builds


    Sample Unkillable Avenger

    Total of +12 to death saves, with surgeless healing.

    ====== 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 (Holy Symbol)
    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: 37 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 Painful Oath at Level 11)
    Level 4: Death's Blessing
    Level 6: Versatile Expertise
    Level 8: Melee Training (Wisdom)
    Level 10: Warrior of the Wild
    Level 11: Fierce Vitality
    Level 12: Restless Dead
    Level 14: Avenging Resolution
    Level 16: Weapon Focus (Heavy Blade)
    Level 18: Reserve Maneuver
    Level 20: Life on the Edge
    Level 21: Ghostly Vitality
    Level 22: Unyielding Fortitude
    Level 24: Hand of Divine Guidance
    Level 26: Slashing Storm
    Level 28: Unfettered Stride
    Level 30: Font of Radiance

    POWERS
    Avenger at-will 1: Bond of Pursuit
    Avenger at-will 1: Overwhelming Strike
    Reserve Maneuver: Fury's Advance
    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
    Avenger utility 6: Oath of the Relentless Hunter
    Avenger encounter 7: Peal of Thunder
    Avenger daily 9: Temple of Shadow
    Avenger utility 10: Spot Weakness
    Avenger encounter 13: Whirling Blades (replaces Peal of Thunder)
    Avenger daily 15: Temple of Brilliance (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 Menacing Presence)
    Avenger utility 22: Ghostly Vengeance
    Avenger encounter 23: Bond of Justice (replaces Angelic Alacrity)
    Avenger daily 25: Aspect of Death (replaces Temple of Shadow)
    Avenger encounter 27: Astral Charge (replaces Whirling Blades)
    Avenger daily 29: Final Oath (replaces Temple of Brilliance)

    ITEMS
    Crossbow, Dual Arrow +5 (10), Iron Armbands of Power (epic tier), Ring of the Risen (epic tier), Belt of Sonnlinor Righteousness (epic tier), Bloodthread Mindpatterned Armor +6, Battlecrazed Fullblade +6, Amulet of Protection +6
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    sample unkillable battlemind

    By Rancid_Rogue

     

     

     

     

    Judge Dead, level 30


    Revenant, Battlemind, Son of Mercy, Raven Consort
    Build: Resilient Battlemind
    Psionic Study: Battle Resilience
    Choose your Race in Life: Shadar-kai
    Background: Silent Hunter (Silent Hunter Benefit)

    FINAL ABILITY SCORES
    Str 14, Con 28, Dex 16, Int 10, Wis 24, Cha 12. 
     

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

     

    AC: 45 Fort: 40 Reflex: 34 Will: 42

     

    HP: 226 Surges: 18 Surge Value: 56

     

    TRAINED SKILLS
    Stealth +24, Perception +28, Insight +27, Athletics +22



     

    UNTRAINED SKILLS
    Acrobatics +18, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +22, Endurance +26, Heal +22, History +15, Intimidate +18, Nature +22, Religion +15, Streetwise +16, Thievery +18 



     

    FEATS
    Level 1: Melee Training (Constitution)
    Level 2: Weapon Expertise (Hammer)
    Level 4: Weapon Focus (Hammer)
    Level 6: Weapon Proficiency (Mordenkrad) (retrained to Crippling Crush at Level 12)
    Level 8: Spring Step (retrained to Fierce Vitality at Level 11)
    Level 10: Wintertouched
    Level 11: Lasting Frost
    Level 12: Defender of the Wild
    Level 14: Death Scorned
    Level 16: Armor Specialization (Scale)
    Level 18: Weapon Proficiency (Mordenkrad)
    Level 20: Hammering Iron
    Level 21: Ghostly Vitality
    Level 22: Eerie Resurgence
    Level 24: Prescient Retaliation
    Level 26: Restless Dead
    Level 28: Indomitable Will
    Level 30: Long Step

    POWERS
    Battlemind at-will 1: Twisted Eye
    Battlemind at-will 1: Bull's Strength
    Battlemind daily 1: Aspect of Elevated Harmony
    Battlemind utility 2: Telepathic Challenge
    Battlemind at-will 3: Spectral Legion
    Battlemind daily 5: Nightmare Vortex
    Battlemind utility 6: Psionic Ambush
    Battlemind at-will 7: Lightning Rush (replaces Spectral Legion)
    Battlemind daily 9: Aspect of Disembodiment
    Battlemind utility 10: Battle Aspect
    Battlemind at-will 13: Brutal Barrage (replaces Bull's Strength)
    Battlemind daily 15: Mind Blade (replaces Aspect of Elevated Harmony)
    Battlemind utility 16: Shield of the Iron Mind
    Battlemind at-will 17: Battle Vortex (replaces Twisted Eye)
    Battlemind daily 19: Relentless Strike (replaces Nightmare Vortex)
    Battlemind utility 22: Indomitable Maneuver
    Battlemind at-will 23: Might of the Ogre (replaces Battle Vortex)
    Battlemind daily 25: Psychic Hammer (replaces Aspect of Disembodiment)
    Battlemind at-will 27: Brilliant Recovery (replaces Lightning Rush)
    Battlemind daily 29: Mind-Sundering Burst (replaces Mind Blade) 



     

    ITEMS
    Verve Elderscale Armor +6, Frost Mordenkrad +6, Periapt of Recovery +6, Belt of Sonnlinor Righteousness (epic tier), Nullifying Ring (epic tier)

     

    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'm very excited to see this handbook - there are so many possibilities for the Revenant.


    Ability Breakdown:
    Stats:  Not "Optimum" for any class, however everyone can use Con, and many can use Dex


    To be fair, it is optimal for Bleak Disciple Assassins, and there's a bunch of Revenant Assassin feats to cover.
    This is very interesting. I was just looking for a post on how to make a solid revenant character. I have to admit I generally avoid Con based races because I just use Auspicious Birth or Born Under a Bad Sign as my background.

    I am curious to see if there are any special synergies to particular classes other than assassins.
    A liar will not be believed, even when he speaks the truth.
    Mafia
    [PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win!
    [INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win!
    [Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss!
    [BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!

    [EXPERT] 2011 Invitational - Shattered Galaxy: Assist/BuM

    The great thing about revenants is it's possible to make them almost impossible to kill, which is always a bonus in any fight.


    They're also nice when you want to use either dex or con on a none-dex or con race.


    But on a not stating the obvious note, they could do with an update, every time a new race comes out the revenant actually gets a little less useful. I also think giving them versatile stats would help them - CON+ DEX/INT would be nice, as they would be the only none MM race to have that array.


     


    Wolf.

    every time a new race comes out the revenant actually gets a little less useful.



    Uh, what?  This is exactly the opposite of what happens.  Every time a new race comes out, Revenants get a whole new set of options.  Every single racial feat / paragon path / epic destiny / whatever that gets released is just one more option for Revenants.  They could never release another Revenant-specific option, and it would still be the best-supported race in the game.
    I'm very excited to see this handbook - there are so many possibilities for the Revenant.


    Ability Breakdown:
    Stats:  Not "Optimum" for any class, however everyone can use Con, and many can use Dex


    To be fair, it is optimal for Bleak Disciple Assassins, and there's a bunch of Revenant Assassin feats to cover.

    Noted.  Forgot about assasin.

    This is very interesting. I was just looking for a post on how to make a solid revenant character. I have to admit I generally avoid Con based races because I just use Auspicious Birth or Born Under a Bad Sign as my background.

    I am curious to see if there are any special synergies to particular classes other than assassins.

    Mostly by not dying.  Thus mostly defenders (revenant battle-mind is superb).

    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.

    Huh, I've never paid a whole lot of mind to Battleminds. It does look like a powerful combination. I'm looking forward to your book.
    A liar will not be believed, even when he speaks the truth.
    Mafia
    [PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win!
    [INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win!
    [Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss!
    [BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!

    [EXPERT] 2011 Invitational - Shattered Galaxy: Assist/BuM
    every time a new race comes out the revenant actually gets a little less useful.





    Uh, what?  This is exactly the opposite of what happens.  Every time a new race comes out, Revenants get a whole new set of options.  Every single racial feat / paragon path / epic destiny / whatever that gets released is just one more option for Revenants.  They could never release another Revenant-specific option, and it would still be the best-supported race in the game.




    If they released a "Soul" feat with each new race, I might agree with you.  However....no, the original comment is much more accurate. (speaking "official" here....I'm well aware how easy it is to homebrew a Soul feat)

    Dark Reaping Feats ARE A WASTE




    Dark Reaping is difficult to control (it does trigger on you), and doesn't scale.  You would nearly always take a soul feat and use another raceial instead.

    2 that might have use, for minion clearing is Marked for Death (if you can mass mark), and Death Curse (if you can mass curse), but again, you can't control it.

    2 others give untyped bonuses to hit, which can be usefull for landing a big attack, but again, you don't control when you get it.



    For the most part, I agree with this assessment of dark reaping, but there are ways to control it.  Thin the Herd makes it much easier to trigger, since it triggers on anyone in range (10) getting bloodied (including you).  There are also ways of triggering this when you want, via the encounter power of the Blood Fury weapon.  Of course, that by itself doesn't make it any more worthwhile to trigger Dark Reaping - it still takes another feat to make it useful.

    Another feat that can make it useful is Grave Dust Assassin for Revenant Assassins, since they can get some good damage potential out of it (up to another 4d6+24 at epic).  I've also seen some use of Reaper's Quarry to set up a party nova situation (+Con damage on all attacks that hit before the end of your next turn).  They may not be great, but are probably worth mentioning.  Also, if you manage to make dark reaping useful, there's the epic level feat that allows you to use it twice per encounter.



    If they released a "Soul" feat with each new race, I might agree with you.  However....no, the original comment is much more accurate. (speaking "official" here....I'm well aware how easy it is to homebrew a Soul feat)




    You do realize that there doesn't need to be a soul feat available for you to choose a particular race as your past life, right?  You could choose Duergar, Goblin, Githzerai, Gnoll, Bullywug.. whatever you want.  All the soul feats do is give you a racial encounter power (except for humans of course) that you have available to use instead of Dark Reaping. 

    Would spending a feat to be able to use Goring Charge or Iron Mind or Shard Swarm or whatever at the cost of Dark Reaping be worth it?  Sometimes yes, sometimes no.  However, the majority of soul feats that already exist aren't really worth taking, and those that would be created to patch in missing races wouldn't dramatically shift things either.

    Soul feats are pretty much never the most useful thing about being a specific race.  Paragon paths and other feats like dwarven weapon training and githzerai blade mastery are the meat and potatoes of past life's usefulness. 
    Reserved for Unnatural Vitality stuff


    I hope I'm not jumping the gun too much, but I've seen at least 3 routes for optimizting this:

    1.  Staying below 0 HPs for as long as possible to get the most out of insubstantial from Ghostly Vitality, resist 10/tier from the Belt of Sonnilinor Righteousness, and the attack and defense bonuses from Restless Dead.  Life Charm is a good way to achieve this.

    2. Maximizing your death saving throw bonuses so that you never fail your death saving throws, and you can quickly roll high enough to spend a healing surge and get yourself back to positive HPs.  Unfailing Vigor is a useful feat for this (spend a surge on 18-20 roll) and often goes unmentioned, while the well-known Raven Consort ED gives you surgeless healing if you roll a 20 or above.

    3.  Setting your death saving throw bonus at most to +7 to get the most out of another feature of the Raven Consort ED - Whenever you make a death saving throw, you gain a cumulative +2 bonus to saving throws and all defenses until the end of the encounter.  Since the bonus is cumulative and lasts to the end of the encounter, you have an incentive to make as many death saving throws as possible (so you don't want your bonuses to be too high), though of course you don't want your bonuses so low that you fail twice and go unconscious.  Since with Fierce Vitality you get to stay conscious until you fail 2 dst's, it's fine if you fail the first.  If your dst bonus starts at +7 and you fail the 1st time, your next will be +9 - enough to ensure that you don't fail a second time.

    Anyway, I hope this helps the discussion.
    every time a new race comes out the revenant actually gets a little less useful.




    Uh, what?  This is exactly the opposite of what happens.  Every time a new race comes out, Revenants get a whole new set of options.  Every single racial feat / paragon path / epic destiny / whatever that gets released is just one more option for Revenants.  They could never release another Revenant-specific option, and it would still be the best-supported race in the game.



     


    Not so much, as they don't bring out feat support for every race that gets released. They only have support for the races that were around when they were first created. For example, a Revenant Shardmind is giving up their racial power for the stat change, as there is no feat to get it back. There are no Revenant/Shardmind feats at all. So, you cannot access anything a newer race has that uses it's racial, which most do. There are no interaction feats. This is what I meant. The Revenant needs articles after every player's and setting handbook in order to keep their versatility; otherwise, eventually they will simply be a way to trade your racial power for different stats... or become un-killable.


    Un-killable for me is their biggest draw, but the point holds.


    Officially.


    Wolf.


     


    Dark Reaping Feats ARE A WASTE


    [snip]


    For the most part, I agree with this assessment of dark reaping, but there are ways to control it. [snip]


    I do plan on going though those feats eventually, but i didn't have time yet, though i will state that they aren't ALL bad.  Nice control method too, that does increase it's usefullness alot.

    Reserved for Unnatural Vitality stuff


    I hope I'm not jumping the gun too much, but I've seen at least 3 routes for optimizting this:
    [snip]
    Anyway, I hope this helps the discussion.


    It does, and i'm going to cheat for now and just quote you above untill i get more time.

    [snip]
    There are no Revenant/Shardmind feats at all.


    A revenant shardmind get's all shardmind feats except those that need shard-swarm.  So yes you can pick up the psychic focus feat.  I also suspect a lot more "soul" feats will come out eventually (though perhaps not for shardmind).

    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, Shardmind was just an example and perhaps not the best one...


    But the point still stands - Revenant without access to racial enocunter/whatever is less useful than a revenant with racial encounter/whatever.


    Not saying revenants are useless, just that there needs a support article for them at least once a year, possibly in September after the PHBX has been released and after the campaign setting has been released.


    Wolf.

    Finished Races, and Feats, feel free to comment, or disagree.

    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.

    Multiclassing into artificer allows you acces to the self-forged PP(turn yourself into a warforged), at lvl 16 you can no longer fail death saves. Taking the reborn champion ED (must be a primal class) allows you to pick up 2 more races.

    In my attempt to make an unkillable char (see below) i chose to be revenant, shadar kai, "warforged", dwarf and human as my races. Don't look at the powers, they are not the point of the char and i let the builder pick m.

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    zombie, level 30
    Revenant, Warden, Self-Forged, Reincarnate Champion
    Guardian Might: Earthstrength
    Epic Vitality: Epic Vitality Strength
    Past Spirit: Past Spirit (Dwarf)
    Past Spirit: Past Spirit (Human)
    Dragon Breath Key Ability: Dragon Breath Constitution
    Dragon Breath Damage Type: Dragon Breath Acid
    Firepulse: Firepulse Constitution
    Earthshock: Earthshock Constitution
    Darkfire: Darkfire Intelligence
    Razor Storm: Razor Storm Constitution
    Choose your Race in Life: Shadar-kai


    FINAL ABILITY SCORES
    Str 26, Con 26, Dex 15, Int 15, Wis 12, Cha 10.


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



    AC: 46 Fort: 40 Reflex: 35 Will: 33
    HP: 281 Surges: 22 Surge Value: 78


    TRAINED SKILLS
    Nature +23, Perception +23, Endurance +27, Athletics +25, Arcana +24


    UNTRAINED SKILLS
    Acrobatics +14, Bluff +17, Diplomacy +17, Dungeoneering +18, Heal +18, History +19, Insight +18, Intimidate +19, Religion +19, Stealth +14, Streetwise +17, Thievery +14


    FEATS
    Level 1: Death's Quickening (retrained to Ghostly Vitality at Level 21)
    Level 2: Restless Dead
    Level 4: Weapon Expertise (Mace)
    Level 6: Weapon Focus (Mace)
    Level 8: Toughness
    Level 10: Student of Artifice
    Level 11: Death Scorned
    Level 12: Fierce Vitality (retrained to Durable at Level 16)
    Level 14: Unnatural Stamina
    Level 16: Crippling Crush
    Level 18: Hammer Rhythm
    Level 20: Enhanced Font of Life
    Level 21: Dwarven Durability
    Level 22: Eerie Resurgence
    Level 24: Deathless Warrior
    Level 26: Don't Count Me Out
    Level 28: Human Perseverance
    Level 30: Bludgeon Mastery


    POWERS
    Warden at-will 1: Weight of Earth
    Warden at-will 1: Strength of Stone
    Warden encounter 1: Roots of Stone
    Warden daily 1: Form of Winter's Herald
    Warden utility 2: Triumphant Vigor
    Warden encounter 3: Rough Strike
    Warden daily 5: Wellspring Strike
    Warden utility 6: Bear's Endurance
    Warden encounter 7: Earth Gift
    Warden daily 9: Form of the Stone Sentinel
    Warden utility 10: Warding Vines
    Warden encounter 13: Erupting Vines (replaces Roots of Stone)
    Warden daily 15: Form of the Crushing Mountain (replaces Form of Winter's Herald)
    Warden utility 16: Vine Poultice
    Warden encounter 17: Earth Hold's Rebuke (replaces Rough Strike)
    Warden daily 19: Warding Smash (replaces Form of the Crushing Mountain)
    Warden utility 22: Strength from Death
    Warden encounter 23: Nature's Ally (replaces Erupting Vines)
    Warden daily 25: Form of Earth's Beneficience (replaces Warding Smash)
    Warden encounter 27: Sacrificial Assault (replaces Nature's Ally)
    Warden daily 29: Form of the Imperious Phoenix (replaces Wellspring Strike)


    ITEMS
    Battlefist, Elven Battle Elderhide Armor +6, Maw of the Guardian Battlefist +6, Shield of Deflection Heavy Shield (epic tier), Brooch of Vitality +6, Survivor's Belt (paragon tier), Zephyr Boots (epic tier), Nullifying Ring (epic tier), Khyber Shard of Life Drinking (epic tier), Circlet of Arkhosia (epic tier), Many-Fingered Gloves (paragon tier), Ring of Elemental Mastery (epic tier), Ring of Free Time (epic tier)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Finished Races, and Feats, feel free to comment, or disagree.



    Looks good so far. 

    Edit - it looks like you already had included what I mentioned below.

    I think it would be helpful to have a section on all the feats and items related to death saving throws and being below 0 HP.  You could start by just poaching from the Modularity thread's section on sub-zero fighting (it looks like we were the last two to post on that thread - and on this same topic no less). 


    Here's one to add to the list of items - Ring of the Risen: When you have 0 hit points or fewer and spend a healing surge, you regain 2d6 additional hit points.

    Also, just a minor correction - under the Thin the Herd feat in the Dark Reaping section, the weapon that can trigger being bloodied as an encounter power is Blood Fury not Bloodclaw.

    Yeah, Shardmind was just an example and perhaps not the best one...


    But the point still stands - Revenant without access to racial enocunter/whatever is less useful than a revenant with racial encounter/whatever.


    Not saying revenants are useless, just that there needs a support article for them at least once a year, possibly in September after the PHBX has been released and after the campaign setting has been released.


    Wolf.




    Most racial encounter powers just aren't that amazing, and often do not jusfity spending a feat on anyway.  Especiall since most of them are geared towards the actual race (stat mods, for example, infernal wrath uses int/cha which revenants do not have statbumps to and therefore are likely to have poor scores in), and are less useful to revenants.

    If you wouldn't take the soul feat, then not having it available is no loss.
    The difference between madness and genius is determined only by degrees of success.
    Ok, i think i'm more or less done (thanks for your help Squad).  Again if i missed something, feel a rating is off, or whatever, let me know.

    Also, does anyone has a good picture for this?

    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.

    @Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?


    @Mellored -images.community.wizards.com/community.w...

    or


    a.imagehost.org/0929/Rev.jpg


    Wolf

    Don't know if it's worth mentioning, but the undying warrior ED lets you go from - bloodied HP to positive bloodied HP as a minor action with one healing surge. I've found that it adds an edge of really not going to die today to most of my revenant martial characters.

    prototype00

    The Unyielding Sentinel also looks fairly good for the revenant  - I haven't field tested it yet, but could be useful in bigger fights.


     


    Wolf.


    @Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?





    No, but that's only because there are no good half-elf feats in the game outside of dilettante tricks; the half-elf race is allowed to pick from human and elf, and revenant half-elves do not get that option.

    If a revenant half-elf could take half-elf, human, and elf feats (like a living half-elf can), then for some characters, absolutely.

    Because you can't do that, half-elf is a niche case where the only reason to take it is to abuse dilettante.  The fact that dilettante is so incredibly abusable and leads to a strong population of half-elf revanants is a problem with dilettante, not a problem with revenants.
    The difference between madness and genius is determined only by degrees of success.
    Don't know if it's worth mentioning, but the undying warrior ED lets you go from - bloodied HP to positive bloodied HP as a minor action with one healing surge. I've found that it adds an edge of really not going to die today to most of my revenant martial characters.

    prototype00

    Added.  That is quite nice for those who didn't get enough Death Saving Throws or took a life charm.


    The Unyielding Sentinel also looks fairly good for the revenant  - I haven't field tested it yet, but could be useful in bigger fights.


    I don't see it in the compendium.

    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.


    @Ankiyavon - As an example, if there were no Revenant/Half-Elf feats, would you be a revenant Half-Elf?







    No, but that's only because there are no good half-elf feats in the game outside of dilettante tricks; the half-elf race is allowed to pick from human and elf, and revenant half-elves do not get that option.

    If a revenant half-elf could take half-elf, human, and elf feats (like a living half-elf can), then for some characters, absolutely.

    Because you can't do that, half-elf is a niche case where the only reason to take it is to abuse dilettante.  The fact that dilettante is so incredibly abusable and leads to a strong population of half-elf revanants is a problem with dilettante, not a problem with revenants.




    Exactly.  For every race, the reason to choose it as a past life is different.  Very rarely (half elves, humans, dwarves - though the latter has many good features besides the soul feat) it's the soul feat and/or racial encounter power that makes the race a good choice.  Far more often the reason to choose a specific race is a race-specific (ie: non-revenant) feat or paragon path. 

    Incidentaly, I think the guide's rating of Wilden is way off base.  They don't have great feat support, but what they do have is the Treeborn PP.  Being a Wilden past life is worth it just for this and nothing else.
    The only real reason to be half-elf is for dillitante.  I agree.

    I hadn't seen Treeborn, the only Wilden PP in the compendium boost the racial, which you can't get.  Still only seems good for the crit range though, since the powers don't seem to special, and you need the racial for the reach bonus.  Still i'll up the rating a bit.

    If you see any other rating that is off let me know.  I certainly havn't gone though ALL the racial feats, PP, and ED's.

    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 to point out, Tieflings have TWO 'Soul' feats. Tiefling Soul and Hellfire Soul.
    The only real reason to be half-elf is for dillitante.  I agree.

    I hadn't seen Treeborn, the only Wilden PP in the compendium boost the racial, which you can't get.  Still only seems good for the crit range though, since the powers don't seem to special, and you need the racial for the reach bonus.  Still i'll up the rating a bit.

    If you see any other rating that is off let me know.  I certainly havn't gone though ALL the racial feats, PP, and ED's.



    Treeborn is from Winning Races: Wilden in the newest issue (not yet compiled) of Dragon.

    Its notable feature is an 18-20 crit range with melee attacks that you have CA at level 16.  I expect it to be nerfed to 19-20 at compilation, but that's still quite strong.
    The difference between madness and genius is determined only by degrees of success.
    For what it's worth, I have a Revenant (Kalashtar) Cleric that I play in LFR.  He's a Pacifist Healer and his level 2 Utility Power is Healer's Gift.  He has Death's Quickening and will be getting Death's Blessing at level 6.  I find that there are some monster powers which target living creatures, so being "no longer a living creature" is a very good thing for a Cleric. 

    If he drops below 0 hp, he spends his standard action using Healer's Gift (he is a dying creature, after all) and he can spend his minor action and move action as normal.

    Oh yeah, he's taken 0 Kalashtar feats.  He will, eventually, take Quori Shield to get resist psychic, but it's not urgent for him.  Oh, and once he gets into the Paragon Path (Avenging Haunt), he's retraining out of being a pacifist.  ;)

    I do notice that you didn't go over the paragon path and epic destiny that were released in the same article with the revenant.  The Avenging Haunt paragon path gives Revenants a whole new angle: at level 16, Unnatural Vitality allows you to stay conscious until you die (Unkillable, level 16 feature.)

    The Epic Destiny, Free Soul, basically is a way to tell Halflings to just suck it when you make a critical hit on them.  The level 21 feature allows you to ignore it when someone tells you to reroll an attack.  You can choose to reroll the attack when they tell you to and you get to roll twice and take the higher result.  That's gotta be worth something to a dead guy, right?
    Just to point out, Tieflings have TWO 'Soul' feats. Tiefling Soul and Hellfire Soul.

    Not quite the same, though i did miss putting the Hellfire Soul feat.

    For what it's worth, I have a Revenant (Kalashtar) Cleric that I play in LFR.  He's a Pacifist Healer and his level 2 Utility Power is Healer's Gift.  He has Death's Quickening and will be getting Death's Blessing at level 6.  I find that there are some monster powers which target living creatures, so being "no longer a living creature" is a very good thing for a Cleric. 

    Yup, self healing is a good thing.
    I do notice that you didn't go over the paragon path and epic destiny that were released in the same article with the revenant.  The Avenging Haunt paragon path gives Revenants a whole new angle: at level 16, Unnatural Vitality allows you to stay conscious until you die (Unkillable, level 16 feature.)

    The Epic Destiny, Free Soul, basically is a way to tell Halflings to just suck it when you make a critical hit on them.  The level 21 feature allows you to ignore it when someone tells you to reroll an attack.  You can choose to reroll the attack when they tell you to and you get to roll twice and take the higher result.  That's gotta be worth something to a dead guy, right?

    I actually had them, but they where lost in a post, but where rated Black, usefull but nothing super, especially since you've got such a huge range of choices.  "Unkillable" is basicly a slightly better Fierce Vitality. Though you really should avoid getting to your third death save.  They'll get back eventually.

    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 actually had them, but they where lost in a post, but where rated Black, usefull but nothing super, especially since you've got such a huge range of choices.  "Unkillable" is basicly a slightly better Fierce Vitality. Though you really should avoid getting to your third death save.  They'll get back eventually.



    "Slightly" better?  You stay conscious (still with whatever action restrictions from being "dying".)  You keep making death saves, yes.  But, paired with Death Scorned (and a decent CON score) you remain conscious until you fail *five* death saves or hit your negative bloodied value.  I'd say that's better than *slightly*.  

    Of course, after reading that post about multiclassing Artificer and taking the Self-forged PP, I'm thinking that's the "way to go" for anyone who wants to remain alive. 
    I'm partial to getting 9+ on death saves.  That way you don't fail ANY and have a good chance to heal, which you need to do eventually.

    But yes, Avenging haunt, with death scorned, is better.  I'll add them tomorrow, right now i'm going to sleep.

    5e houserules and tweaks.

    Celestial Link Evoking Radiance into Creation

    A Party Without Music is Lame: A Bard

    Level Dip Guide

     

    4e stuff

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

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

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

    King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    I don't think I saw it mentioned anywhere else, but contributing a Battle Standard of Healing to the party (maybe to your warlord or cleric) is of benefit to you.  Now, when you're in you're negatives, and someone else get's healed/spends a surge, the 1HP you get healed can pull you back from the high negatives.  May not be as useful for builds that intend to stay in negatives as much/long as possible.
    I don't think I saw it mentioned anywhere else, but contributing a Battle Standard of Healing to the party (maybe to your warlord or cleric) is of benefit to you.  Now, when you're in you're negatives, and someone else get's healed/spends a surge, the 1HP you get healed can pull you back from the high negatives.  May not be as useful for builds that intend to stay in negatives as much/long as possible.

    Nice.  Every group should really have one, revenant or not, if for no reason then a very cheap bonus to after battle healing.

    Added a section for healing.  If you know any other powers/items that give you opertunities to heal (preferably surgeless) post them.

    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.

    Good work so far. Just a side note for the sick Avenging Haunt/Raven Consort + Death Scorned combination, for character with at least a +4 Con modifier (yes, I love Revenant Bleak Disciples).
    Here you'll never fail a death saving throw 'cause the fifth one will have at least a +9 bonus and actually failing DSTs is good as it pumps your defenses and saving throws as well, so you'll not need any further bonus to DSTs at all.

    IMAGE(http://www.nodiatis.com/pub/23.jpg)

    Why is failing the saving throw good? Because that way they get to make another saving throw next turn and in the meanwhile they are still in the negatives and getting all the defensive benefits there of? 
    Stuff
    Insert Stuff Here
    Why is failing the saving throw good? Because that way they get to make another saving throw next turn and in the meanwhile they are still in the negatives and getting all the defensive benefits there of? 

    It's not really failing he's after, just to make as many as possible, since you get +2 to all defenses each save.

    So it takes investment...
    race (shardar-kai)
    1 item (Belt of Sonnlinor Righteousness)
    2 feat (Ghostly Vitality, Death Scorned)
    1 paragon path (avenging haunt)
    1 ed (Raven Consort)
    14 Con (+2 from Raven Consort, Death Scorned gives you 5 Death Saves)

    You can't fail death saves (+9 (+1 from Death Scorned) to death saves, with 4 throws, you can't fail the 5th unless you get a penalty)
    are horribly difficult to hurt (Resist 30 + insubtial)
    and eventually, can't even be hit (+8 to all defenses, with 4 throws)
    and you eventually heal for free (20+ on death save)

    The down side of this is it only works at lvl 24+.  Though you can use other items/feats to bolster your death saves pre-epic, and then swap out at lvl 24.  It's also a bit overkill IMO, but this is as tough as you could possibly get, with a major advantage of not being class specific.

    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.

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