
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.
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.
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".