Death's Gatekeeper (Make your party "unkillable")

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You do not pass though the gates of death without my persission.


Make your entire party "unkillable" @ level 11 (and somewhat difficult to kill from level 1).

[sblock the trick]
1) Unnatrual Mantle keeps allies concious while below 0.*
2) Enough bonuses to Death Saving Throws to prevent them from failing (+9 @ lvl 11).
3) Assured Healing let's you bring someone to back from negitives to positives at-will (unless you hit).
4) Plenty of encounter/daily based healing options, for when more then 1 person is below 0, or you hit with astral seal.
5) If no one needs healing, you can grant attacks.
6) Gain Extra minons, err, i mean allies to do your bidding.**

*Note that there's some rule's abiguity on what the "first death save" means.  CS has ruled that it means each time you drop below 0.  Other readings increase the time your allies spend unconcious, but you should still prevent people from dying.

** More rules issues with how Unnatrual Mantle works with monsters-that-are-allies.  I assume it doesn't, but it's possible to read it as game breaking "never die while close to you" minions, since nothing say's monsters make death saves, or die at negitive bloodied.
[/sblock]

Item indepenant, but a bonus/reroll to death saves would is suggested.  (you have +7 without items).

Note that you arn't proficenct in plate, but your intentionally taking a penalty to attacks (or at least 1 of them), and the AC is nice.

There are a few open feats for expertise if don't like "lazy" builds, or want to cutomize it a bit.

The theme, assured healing, and your base minors, will likely be enough healing for most parties, (unless they are all defenseless strikers).  So there's plenty of room for custimizing powers as well.

[sblock full build]
Note that at level 6, you take Templar's Domain for Sun Domain (+2 to everone's DST).  For some reaons, the builder won't list it.

====== Created Using Wizards of the Coast D&D Character Builder ======
Death's Gatekeeper, level 30
Revenant, Ardent/Cleric, Zealous Demagogue, Topaz Crusader
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Cleric Option: Healer's Lore
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Bound to Greatness Option: Charisma
Choose your Race in Life: Dwarf
Wandering Duelist (Wandering Duelist Benefit)
Theme: Knight Hospitaler

FINAL ABILITY SCORES
STR 10, CON 22, DEX 14, INT 16, WIS 15, CHA 28

STARTING ABILITY SCORES
STR 8, CON 14, DEX 10, INT 14, WIS 13, CHA 16


AC: 48 Fort: 43 Ref: 37 Will: 46
HP: 179 Surges: 13 Surge Value: 44

TRAINED SKILLS
Arcana +29, Bluff +29, Insight +24, Intimidate +47

UNTRAINED SKILLS
Acrobatics +15, Athletics +13, Diplomacy +26, Dungeoneering +17, Endurance +21, Heal +19, History +18, Nature +17, Perception +17, Religion +18, Stealth +15, Streetwise +24, Thievery +15

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Revenant Utility: Dark Reaping
Ardent Feature: Ardent Surge
Cleric Utility: Healing Word
Dwarf Racial Power: Dwarven Resilience
Cleric Attack 1: Astral Seal
Cleric Utility 2: Return from Death's Door
Cleric Attack 5: Servitude in Death
Ardent Utility 6: Mend Wounds
Ardent Attack 7: Forward-Thinking Cut
Cleric Utility 10: Recall Ally
Zealous Demagogue Attack 11: Fanatic Charge
Zealous Demagogue Utility 12: Imperiled Leader
Ardent Utility 16: Mental Rejuvenation
Cleric Attack 17: Life-Stealing Light
Cleric Attack 19: Shackles of the Grave
Zealous Demagogue Attack 20: Sudden Conversion
Cleric Utility 22: Revive
Ardent Attack 23: Revelatory Slash
Topaz Crusader Utility 26: Topaz Corona

FEATS
Level 1: Unnatural Mantle
Level 2: Harbinger of Rebirth
Level 8: Disciple of Death
Level 10: Bardic Ritualist
Level 10: Ritual Caster
Level 11: Assured Healing
Level 12: Widened Mantle
Level 14: Bolstering Wind
Level 16: Past Soul
Level 18: Improved Defenses
Level 20: Mantle of Caution
Level 21: Ghostly Vitality
Level 21: Icon of Hope
Level 22: Death's Blessing
Level 24: Stormhawk's Vengeance
Level 26: Shield the Fallen
Level 28: Skill Focus (Intimidate)
Level 30: Arcane Familiar

ITEMS
Periapt of Recovery +6 x1
Verve Plate Armor +6 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Ritual Book
Kingslayer's Curse - Fearsome Reputation
Ring of Circling Fangs x2
Iron of Spite x1
Chieftain's Trident +1 x1
Boots of Teleportation x1
Battle Standard of Healing
Gloves of the Healer (epic tier) x1
Singing stick of Healing +6 x1
Symbol of Victory +2 x1
Bracers of Mental Might x1
Tattoo of Bloodied Chains (epic tier) x1
====== End ====== 
[/sblock]

[sblock heroic breakdown]
STR 8, CON 14, DEX 12, INT 14, WIS 13, CHA 18 

You actually have alot of fexibility with the stats since you don't "need" to attack.  You only need 13 Cha to have positive Assured Healing, and 13 Wis for Diciple of Death.  You also want a to keep either Wis or Str minimum.  Depending on weather you want to use Astral Seal, or Recovery Strike.  Astral seal has range, but recovery strike is less accurate (vs AC), and let's you pump Wis for healing more effects.

Personally I keep Cha up to use social skills (intimidate), Con for toughness, and a little Int for Bardic Ritualist.

Theme:
Knight Hospitiliter:                  Normaly interups > reaction. are better, and Wis isn't that much healing.  But it's perfect for this build.  Someone drops from 10 to -20, then you bump them back to 4.

Powers:
At-Will:
Ire Strike (retrain @ 23)           What you do when no one needs healed (save 1 PP).
Astral Seal / Recovery Strike    Not much use till level 11.

Encounter:
Power Points (lvl 1):                 You need 1 for your mantle to work, so take the PP hybrid option.
Prophetic Guidance (lvl 3, retrain @ 17):   A nice set-up power for your allies, but really anything can go here.
Forward Thinking Cut (lvl 7):    Augment 2 grants 2 attacks.  Possibly let's you charge (save 1 PP).

Dailies:  I'm including both "free attack" (mostly ardent) and "healing*" ones(mostly cleric).  You can mix and match depending on your group.
*Moment of Glory (1):              "I win" at low levels.
Implant Suggestion (1):           Not amazing, you need an ardent power.
*Consecrated Ground (5):       "I win" at any level.
Passage of Swords (9):            Lot's of extra attacks, if everyone is clumped.
Spacial Anomoly (9):                 Extra attacks, with easier positioning.

Utility:
Return From Death's Door (lvl 2):   1/day emergency heal.  Usefull even at high levels with range 20.
Mend Wounds (lvl 6):                     An extra surge for someone.
Recall Ally (lvl 10):                          Helps keep people within 5 of you.

Level 1: Unnatural Mantle        The core feat we abuse (save 1 PP).
Level 2: Harbinger of Rebirth   The biggest boost to Death Saving Throws we can give.
Level 4: Superior Will (retrain @21) Gives yourself a chance to keep actions.
Level 6: Templar's Domain       +2 more, for you and your allies.
Level 8: Diciple of Death          Save a bit of your own skin.
Level 10: Bardic Ritualist          Cause i want rituals.  But really this is open.
[/sblock]

[sblock paragon breakdown] 
PP options:  

Zealous Demagogue:  +1 to (death) saves, attacks, and defenses.  Nice enounter, and utlity too.  The daily is a bit lackluster without Wis, but at least it's worth the action.  Note that you need to wait for icon of hope to give +9 to death saves (or allies can get +1 on their own).

Voice of Thunder (bard): For the +2 to Death Saves.  The AP feature is useful with some of your daily zones, and the daily can be used to kill minions.  It's possible to use the encounter as well.  The level 16 feature is pretty much useless.

If you can convince your allies to wear a periphat of recovery or verve armor (they don't need both), there are better PP's to take, such as catalyst or divine oracle.



Powers:
Encounter:
Life-Stealing Light (17)             You can miss a few enemies at once, thus heal a few allies at once.

Daily:
Servitued in Death (15):          More minions = more people to grant attacks to.
*Aura of Astral Radiance:         If you want a second "i win" button.
Shackles of the Grave (19):      Harder to get the one you want, but you can heal it.
*Uconquerable/Indombitable Spirit (19):   Another mass surgeless heal.
Beacon of Doom (19):               One of the few cleric powers to grant attacks.
Reactive Jaunt (19):                  Grant's YOU attacks, but should happen pretty often.

Utility:
Mental Rejuviation (16):            Large area mass surgless heal.

Feats:
Level 11: Assured Healing        Combo with Astral Seal/Recovery Strike for "at-will" surgeless healing.
Level 12: Widened Mantle        Allies within 10 stay up, though they can fail DSTs at that range (encourage them to move closer).
Level 14: Mantle of Caution      Help your allies avoid status effects.
Level 16: Bolstering Wind         A burst 10 encounter surgeless heal (well surgless for your allies).
Level 18: Past Soul                   Combo's with the above, and the reason your a dwarf.
Level 20: Improved Defenses   Help avoid some status effects.
[/sblock]

[sblock Epic breakdown]
ED: Topaz Crusader, taken for the immunity to alot of effects, including daze.  The level 30 feature shouldn't come into play much, since you always want to keep 1 PP.

Powers:
At-Will:
Revelatory Strike(23):                A range upgrade for Ire Strike.

Daily:
*Bountiful Portent(25):              Even more mass surgeless healing, but from your ardent half.
Violent Spark (29):                     Easier to manage then Passage of Swords.
*Breath of the Stars (29):          A final mass surgeless heal.

Util
Revive(22):                                Cause sometimes a brute will crit a wizard

Level 21: Ghostly Vitality            To ensure you don't die.
Level 21: Icon of Hope               Small bonus, but good range.
Level 22: Stormhawk's Vengeance  Hurt me, i dare you.
Level 24: Shield the Fallen          Good bonus, but small range.
Level 26-30: ???                         Open for whatever, like expertise, shared healing, death's blessing or intimidate.
[/sblock]

[sblock heals]
Astral Seal: Standard, you need to miss.

Healing Word: Surge, heals everyone else with battle standard of healing.
Ardent Surge: Surge, heals everyone else with battle standard of healing.
Second Wind: Surge for yourself, heals everyone in the aura.
Hospitaliter: reaction, to someone dropping below 0.
Hospitaliter: reaction, to someone dropping below 0 (second use).
Life-Stealing Light: Standard, heals for each enemy you miss in the burst.

Return from death's door: Surge, Immidiate.
Mend Wounds: Surge value.
Mental Rejuviation: Surge value for all, or 2x surge value for 1 , standard
Revive: 2xSurge value, standard, works on dead people
Topaz Corona: regen 19 for all.
[/sblock]

[sblock a few things to encurage your allies to...]
Be a minotaur (free attacks)
Be a dragonborn (+1 to hit)
Be a deva (Potent Rebirth, Upright revival)
Take the Iron Wolf theme (free attacks)
Take agile recovery, or acrobat boots (for the occasional, brief unconciousness).
Take Stormhawk Vengence (free damage)
Take Wrath of Defeat (free attack).
Use Belt of Sonnlinor's Rightouness (awsome resist)
Use a battlecrazed weapon (bonus damage)
Or any other "while bloodied" or "when droped below 0" thing.
[/sblock]

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.

It's not so much that she's evil (though not entirely good), but she started out as an undertaker and taxadermist, who got into necromancy to help preserve the bodies, or to let someone say a final few words, or to have a favorit pet wag it's tail.  This was well recived, and she was happy to help consol people (not upset about the coin she made either).  She actually had a few nobles set up arrangements for how they wanted to be when they died.  She thought them pompus, but the coin was good, so why not?  She spent more time researching and developing her techniques.

Then, one night she awoke to a sudden pain across her throat.  Waking up she saw a man holding a razor standing above her.  The razor and her neck where covered by something wet and sticky.  She could see the emblem of the raven queen tatoo'd on his face and printed on his cloak.  As the blood started to soak her shirt, the man smiled, and silently slipped out the window.  As panic slowly enveloped her, she scrambled to find a way to survive, but darkness encroached too quickly.

Somewhere in the darkness a door opened, and the raven queen stood behind it, with a cold smile on her face.  "You are dead" the queen said coldly "You are mine".
"No". She heared herself say with surprising calm, "I will never be yours", and she slammed the door shut, pressing herself against it to keep it closed.
"You cannot wait forever" the queen said with some annoyance.
"Neither can you" she replied, as she started to worked her magic to animated her body.
"I am the queen of the dead" she laughed "of course i can".
"Then i will remove you from the throne" she fearfully retorted, struggling to keep the small pieces of her body alive, and quickly replacing those that failed.
"You don't have a fraction of the power to do so" the queen said in anger.
"Then i will find someone who can" she replied.  Leaving the door and the darkness behind before the queen could reply.

She awoke in her bed, he body cold, and the blood dried.  It was near sunset, but day's or even weeks could of passed.  Eventually she knew she would be discovered by the raven queens followers again.  So she gathered what she could, put someone else corpse in her bed, set fire to her place, and ran.

Her name, is Vecna. 

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.

Couldn't you take Templar's Domain feat to swap your healer's lore for the sun domain feature granting yourself and allies and additional +2 to death saves?
Couldn't you take Templar's Domain feat to swap your healer's lore for the sun domain feature granting yourself and allies and additional +2 to death saves?

I am, @ level 6.

Which gives the party 5 (harbringer of rebirth), 2 (sun domain), 2 (voice to wake the dead) = +9

And she has 5 (diciple of death), 2 (sun domain), = +7  she needs to pick up the last 2 from verve armor, or perhiphat of recovery.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This is a nasty trick to pull on a DM. I love it.
This is a nasty trick to pull on a DM. I love it.

It's even nastier to pull on your allies.

Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"
Ally ", now i'm at -15 and unconcious, your a really crappy team player"
You "Your still concious "
Ally "What?"
You "Are you within 5 squares of me?"
Ally "Yes"
You "Then your still concious"
Ally "....."
GM "Roll your Death save"
Ally "2, so i fail"
You "+9"
Ally "What?
You "You get +9 to death saves"
Ally "...."
You ""
Ally "...."
You "I rolled a 15, so 20 vs reflex"
Ally "You only have a +5 to hit?!?!?"
You "Of course"
DM "Not even close"
You "You gain 6HP"
Ally "..."
You ""
Ally "... i hate you..." 

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.


Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"


I love it. =)

This is a nasty trick to pull on a DM. I love it.

It's even nastier to pull on your allies.

Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"
Ally ", now i'm at -15 and unconcious, your a really crappy team player"
You "Your still concious "
Ally "What?"
You "Are you within 5 squares of me?"
Ally "Yes"
You "Then your still concious"
Ally "....."
GM "Roll your Death save"
Ally "2, so i fail"
You "+9"
Ally "What?
You "You get +9 to death saves"
Ally "...."
You ""
Ally "...."
You "I rolled a 15, so 20 vs reflex"
Ally "You only have a +5 to hit?!?!?"
You "Of course"
DM "Not even close"
You "You gain 6HP"
Ally "..."
You ""
Ally "... i hate you..." 


this is the funniest DnD convo I've ever heard :D
What is the purpose of Unnatural Vitality? If you fall unconcious after the first death saving throw anyway...
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
What is the purpose of Unnatural Vitality? If you fall unconcious after the first death saving throw anyway...



First FAILED saving throw. Get your bonus to +9 or higher and you don't go unconcious till you die.
This is a nasty trick to pull on a DM. I love it.

It's even nastier to pull on your allies.

Ally "Ok, i'm bloodied, so can you heal me?"
You "No, i'll wait"
Ally "I've got 3 hp left, with 10 ongoing damage, NOW will you heal me?"
You "No, i'll wait"
Ally ", now i'm at -15 and unconcious, your a really crappy team player"
You "Your still concious "
Ally "What?"
You "Are you within 5 squares of me?"
Ally "Yes"
You "Then your still concious"
Ally "....."
GM "Roll your Death save"
Ally "2, so i fail"
You "+9"
Ally "What?
You "You get +9 to death saves"
Ally "...."
You ""
Ally "...."
You "I rolled a 15, so 20 vs reflex"
Ally "You only have a +5 to hit?!?!?"
You "Of course"
DM "Not even close"
You "You gain 6HP"
Ally "..."
You ""
Ally "... i hate you..." 


this is the funniest DnD convo I've ever heard :D




I concur.  Brilliant.  

This should get added to the list of class builds.

Aura 5: "Allies are Epic Revenants" is brilliant :D
I see a lack of Superior Will, which is probably gold for Revenants now; as well as anything that can boost your save vs Daze.
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
I see a lack of Superior Will, which is probably gold for Revenants now; as well as anything that can boost your save vs Daze.

Topaz Crusader is gold.  Since it's pure immunity to daze.  Thus you won't even loose an OA.

Superior will is sky blue.  Which i did have earlier (replaced diciple of death), but this doesn't show retraining.

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.

Ah.  Well then, I guess I should have looked more closely at everything in the build.  I retract my previous statement.  Carry on then.
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
this is where you go 4thcore on them and just say 'you are disintegrated, no save'. happened in our game last monday
Or the DM/Team Monster realizes what's going on, and beats you into your negative bloodied.
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
That's actually a legit, non-rude tactic.  If a guy is at -15 hp yet still conscious, why wouldn't the monster keep attacking?
D&D Next = D&D: Quantum Edition
Yeah.  I'm DMing right now, and I don't like to play Team Monster as stupid.  My players still do very well, but I try to make it challenging for them by monsters actually using tactics.  I refer to the tactics section of encounters often and try and use it to build a battle plan for that encounter.  I also group all my monsters turns together rather than roll them all individually.  This way, they can use some tactics that work together, like one monster triggering the Defenders immediate action, so that the next one can ignore it.

Some people might consider it metagaming, but as long as you only have team monster react to stuff they've experienced/seen, it seems fair to me (an example of this is the Barbarian has Battle Awareness, and it triggers often because Team Monster has no reason to expect the Barbarian to be dipping into defender.  The Fighter and Barbarian like to play it close together and use each other to trigger each other's attacks.  The Warlord gets in on the action with Brash Strike Assault and Death from Two Sides)

I wouldn't have to worry about a build like this, because I'm the only player in my group who seems to have any interest in Revenants and their durability.  Everyone else tends to play more aggresive builds.

EDIT: Wrong attack for Warlord
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
Is there still a bug/errata from letting you grab dilettante as a revenant? Direct the Strike would be great on this build if there wasn't...

Edit: I'm an idiot. Ire Strike... damn I'm on such a cold streak 
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Holy Schmoly, this his absolutely hilarious.  I'm running a revenant paladin through the tomb of horrors at the moment, but I am so switching over to this mess when / if I can convince our current leader to play a defender instead.


Belts of Sonnlinor Righteousness for everyone!  Battle Standard of Healing, I choose you!

While the build isn't item dependent (and that's awesome), having BoSR for as many party members as possible, and carrying around a BSoH to plant with your first action of every encounter, both have such obvious synergy with the concept that they deserve special mention.
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?



Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?



Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.



So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?



Yes, but with +9 to their saves, if they roll an 11 or better they can spend a surge themselves and avoid going unconcious entirely.



So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.



Well that's just a last resort. Afterall, he is a hybrid of 2 leaders with plenty of healing to go around. Plus, by waiting to heal allies until they are below 0, they effectively get more healing than they would by being healed while above 0 since healing starts at 0 regardless of how negative they are.
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?

Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?
So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.

Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?

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.

As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?

Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?
So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.

Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?



If the rest of the party are Deva's with Upright Revival they'll hardly skip a beat. Rising Hopes will let a dying ally stand and shift when you use ardent surge on them, but requires mantle of clarity and only helps 1/encounter.
As per Unnatural Mantle wouldn't your ally fall unconcious after making their first death save, not a failed save?

Occasionally someone will fall unconcious.  But they need to drop below 0, have a turn before you, and "fail" their death saving throw.  And then you get them back up on your turn, so at worst they loose some immidiate/oppertunity actions.  But you bring up a good point...

Is there any way to get a prone ally to stand up?
So it doesn't make the party immune from falling unconcious. It just makes it less likely they will by giving them a 45% chance to spend a healing surge? That seems less powerful then just outright healing the party when they are low on hps.

Depends on how much your allies use it.  They can load up on "while bloodied" and "drop below 0" stuff like a minotaur (extra attack), battlecrazed weaopn (extra damage), stormhawk vengence (auto-damage), and avenging spirit (extra action points).

Also, Your job is too keep them alive, not healthy.   And you do that better then any other build out there.  How else would a cleric of vecna do it?



If the rest of the party are Deva's with Upright Revival they'll hardly skip a beat. Rising Hopes will let a dying ally stand and shift when you use ardent surge on them, but requires mantle of clarity and only helps 1/encounter.

Right, deva's.  Add Potent Revival to that list (+2 to hit for the encounter, after you drop below 0).

Hmm... cleric of vecna in a party with fallen angles...

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.

You could take powers that grant allies regen while bloodied. I'd guess an ally that is under 0 is still considered bloodied but since they are still concious I think they get the benefit of regen.
@Sefrit: Regen specifically does not work while at 0- HP (unfortunately so for my Revenant Rogue >.>)
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.

Is there any way to get a prone ally to stand up?



Knight's Move comes to mind, but then you'd basically have to just have all the classes.


edit: Why doesn't regen work below 0? Even if you're conscious?

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac

Longtooth shifters combo really well with this guy.  If you've got longtooth shifting active and fall below zero, you'll still be concious, so the regen will still be active to keep you concious whichever way the death save turns out!  

Since you're really likely to be able to spend surges when you make death saves, you don't really need to heal all the way to full during short rests.  (Picture a group of adventurers perpetually beaten up, disheveled, with cuts and gashes oozing and just walking around all day that way.)  If your party gets some immediate interrupts that halve or prevent the damage from a hit, then you won't fear crits on big-damage monster powers kocking you straight to negative bloodied.

Is there any way to get a prone ally to stand up?



Knight's Move comes to mind, but then you'd basically have to just have all the classes.


edit: Why doesn't regen work below 0? Even if you're conscious?




Longtooth shifters combo really well with this guy.  If you've got longtooth shifting active and fall below zero, you'll still be concious, so the regen will still be active to keep you concious whichever way the death save turns out!  

Since you're really likely to be able to spend surges when you make death saves, you don't really need to heal all the way to full during short rests.  (Picture a group of adventurers perpetually beaten up, disheveled, with cuts and gashes oozing and just walking around all day that way.)  If your party gets some immediate interrupts that halve or prevent the damage from a hit, then you won't fear crits on big-damage monster powers kocking you straight to negative bloodied.



Heal Each Turn: If you have regeneration and at least 1 hit point, you regain a specified number of hit points at the start of your turn. If your current hit point total is 0 or lower, you do not regain hit points through regeneration.

Limited by Maximum Hit Points: Like most forms of healing, regeneration can’t cause your current hit points to exceed your maximum hit points.

Not Cumulative: If you gain regeneration from more than one source, only the largest amount of regeneration applies.


Is there any way to get a prone ally to stand up?



Isn't there a weapon, part of an item set in the AV2, that allows prone allies to stand up when you hit? Perhaps not the best synergy with this build, but then again I'm not 100% on the wording so mayhaps there is a loophole.





Is there any way to get a prone ally to stand up?



Isn't there a weapon, part of an item set in the AV2, that allows prone allies to stand up when you hit? Perhaps not the best synergy with this build, but then again I'm not 100% on the wording so mayhaps there is a loophole.






Rousing Hammer: When you hit an enemy with this weapon, each ally you can see can stand up as a free action.



Is there any way to get a prone ally to stand up?



Isn't there a weapon, part of an item set in the AV2, that allows prone allies to stand up when you hit? Perhaps not the best synergy with this build, but then again I'm not 100% on the wording so mayhaps there is a loophole.






Rousing Hammer: When you hit an enemy with this weapon, each ally you can see can stand up as a free action.



Sadly hitting for this build is intentionally difficult...
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!


Is there any way to get a prone ally to stand up?



Isn't there a weapon, part of an item set in the AV2, that allows prone allies to stand up when you hit? Perhaps not the best synergy with this build, but then again I'm not 100% on the wording so mayhaps there is a loophole.






Rousing Hammer: When you hit an enemy with this weapon, each ally you can see can stand up as a free action.



Sadly hitting for this build is intentionally difficult...



Only with cleric powers. Ardent powers are at normal accuracy.

Couldn't you take Templar's Domain feat to swap your healer's lore for the sun domain feature granting yourself and allies and additional +2 to death saves?

I am, @ level 6.

Which gives the party 5 (harbringer of rebirth), 2 (sun domain), 2 (voice to wake the dead) = +9

And she has 5 (diciple of death), 2 (sun domain), = +7  she needs to pick up the last 2 from verve armor, or perhiphat of recovery.



I'm probably missing this from somewhere but where is Templar's Domain located? I can't find it.
@ Jay-true, but the -2 from the armor still hurts a bit.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Great Build, love the conversation . If only there was a way to add MC or hybrid shaman, you could get free healing all encounter every encounter with just one utility power: "call forth the spirit world". However, as far as i can see, all three current classes and the PP are essential for the build to work...
@ Jay-true, but the -2 from the armor still hurts a bit.

As does the lack of an expertise feat (there's room, but it bumps everything 2 levels).

Still, there's no real reason this has to be a lazy build.  Ire Strike -> disheartening strike, plate -> chain (get perhiphat), astral seal -> recovery strike (don't attack with the weapon).

Also there are actually 2 ardent powers (Impatient Strike, Field of Alacity) that let allies stand.  Not good for lazy clerics though.

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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