P.E.A.C.H. Sticky Zombie Cow

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Thanks to mellored for much help and feedback.


The Sticky Zombie Cow (An Off-Tank Monk-Taxi)




Zombie Cow


Build Pieces


  • Movement Catch-22:  Iron Soul Flurry of Blows disables shifting, while Opportunity Gore gives you a proning OA, forcing adjacent opponents to stay put or risk significant punishment.  This is as good on the frontline as it is for annoying ranged attackers, and it's available at level 6.  It also makes an entertaining combo with Mountainfall Stomp at level 7, and in combination with hidden can make for some solid mindgames.

  • Extremely Hard to Kill: High base defenses (35 base AC at 16th level) + Feywild Wake invisibility (for another +5 to all defenses) + excellent Stealth makes the Sticky Cow hard to find and hard to hit.  Even once you start getting hit, Revenants are notoriously difficult to kill, and Stunning Palm allows you encounter-long immunity to the dazed aspect of Unnatural Vitality x1/day.  (If Revenant save stacking cheese is frowned upon in your game, ignore Death's Disciple and the death save boosting - you're mainly in it to combine the OA prone and ideal stats for Iron Soul.)

  • Teleport Spam: Ethereal Sidestep gives you a basic move-as-teleport power.  Monks have numerous powers that allow them to shift as a move or minor action.  Staff of the Traveler turns shifts into teleports, while Planestrider boots allow you to split power-based teleports into two pieces.  On turns where you aren't using a power to access a minor-action shift, Fluid ki focus allows a minor action shift on any successful strike - while this cannot be split, you've still got 3-4 teleports/round in addition to your Standard action, and that's before using an action point.

  • Monk-Taxi: Mastery of Passage gives strong ability to reorganize battlefield to protect vulnerable allies and set up flanks.  For some idea of the usefulness of this feature, see Little Red Corvette.  For this particular character it can also be used to force the movement catch-22 by shuttling your allies out of melee range of enemies and then hiding adjacent to them.

  • All this and Striking Too: While Monks will never be top-tier single target damage dealers, they can do fairly well when their AoE attacks and Flurries can hit multiple targets.  Teleportation allows you to place yourself perfectly for your AoE needs, Feywild Wake gives endless CA for an additional accuracy boost, and your ability to hide multiple times/round gives you a good shot at landing healthy additional damage off your Shadow Master Fluid Ki Focus.



====== Created Using Wizards of the Coast D&D Character Builder ======
Codrus, level 16
Revenant, Monk, Evermeet Warlock
Monastic Tradition Option: Iron Soul
Binding Initiate Option: Binding Initiate (Gloom Pact)
Choose your Race in Life: Minotaur
Silent Hunter (Silent Hunter Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 11, CON 19, DEX 24, INT 11, WIS 14, CHA 9
 
STARTING ABILITY SCORES
STR 10, CON 13, DEX 18, INT 10, WIS 13, CHA 8
 
 
AC: 35 Fort: 28 Ref: 31 Will: 26
HP: 106 Surges: 11 Surge Value: 26
 
TRAINED SKILLS
Acrobatics +20, Dungeoneering +15, Perception +18, Stealth +21, Thievery +20
 
UNTRAINED SKILLS
Arcana +8, Athletics +8, Bluff +7, Diplomacy +7, Endurance +14, Heal +10, History +8, Insight +12, Intimidate +9, Nature +10, Religion +8, Streetwise +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Revenant Utility: Dark Reaping
Monk Feature: Iron Soul Flurry of Blows
Minotaur Racial Power: Goring Charge
Monk Attack 1: Fallen Needle
Monk Attack 1: Five Storms
Monk Attack 1: Stunning Palm
Warlock Attack 1: Echoing Dirge
Warlock Attack 1: Shadow Warp
Monk Utility 2: Supreme Flurry
Monk Attack 3: Springing Drake Assault
Monk Utility 6: Centered Defense
Monk Attack 7: Mountainfall Stomp
Monk Attack 9: Twilight Touch
Warlock Utility 10: Ethereal Sidestep
Evermeet Warlock Attack 11: Blinding Beacon
Evermeet Warlock Utility 12: Feylights
Monk Attack 13: Furious Bull
Monk Attack 15: Mithral Tornado
Monk Utility 16: Diamond Mind
 
FEATS
Level 1: Unarmored Agility
Level 2: Ki Focus Expertise
Level 4: Past Soul
Level 6: Opportunity Gore
Level 8: Binding Initiate
Level 10: Acolyte Power
Level 11: Improved Defenses
Level 12: Starblade Flurry
Level 14: Superior Implement Training (Fluid ki focus)
Level 16: Disciple of Death
 
ITEMS
Monk unarmed strike
Adventurer's Kit
Haunted Feyweave Armor +4 x1
Periapt of Recovery +3 x1
Incisive Dagger Dagger +3 x1
Circlet of Arkhosia (paragon tier)
Planestrider Boots
Staff of the Traveler +1 x1
Shadow Master Fluid ki focus +4 x1
====== End ======


Alt Gear

  • If Shadow Master's necrotic damage (a common resist) requiring Stealth doesn't do it for you, Bloodthirsty is probably the strongest straight damage buff, while Iron Body is a top choice if you want to drive your durability even higher. 

  • In a campaign where Mark of Storms is available, Forked Lightning or Thunderfist Ki Foci will give all your melee attacks a slide 1.  This doesn't apply to bursts, though, and in such a campaign would have to compete with Mark of Passage (+1 to power teleports) and Mark of Sentinel (teleport before or after OA).


Epic Thoughts


  • Raven Knight ED

  • Possible Feats, Defensive - Ghostly Vitality, Iron Parry, Whirling Iron Defense, Epic Will

  • Possible Feats, Offensive -  Vicious Stomp w/ Internalize the Basic Kata and Arcane Familiar: Disembodied Hand for a full dex attack and damage MBA following a successful gore (need to swap out staff for empty hand), Implement Focus: Ki Focus

  • Possible Feats, Utility: Form Mastery, Uncanny Scent, Superior Initiative. 


Edited to take into account suggestions from thread and clean up




The Thorniest Chessmaster (An Off-Controller Monk-Taxi)




Maokai



It's a fact: Revenants often turn people (and particularly DMs) off as being cheesy, and rightfully so.  This build gives up on proning off every OA and disabling shifting, and instead borrows Master Pai Mei's Slashing Kama + World Serpent's Grasp + Briar Thorns combo (thanks svendj!) to add slows and prones to its repetoire.  It also mixes Centered Breath's excellent Flurry of Blows slides in with the Evermeet Warlock's ally reshuffling to reorganize the battlefield in whatever fashion best suits your side.

This character makes extensive use of Disembodied Hand for multiple free action swaps / round.  All attacks are made through the Ki Focus implement exclusively, wielding weapons only to activate feats or item properties.  You'll want your Rubicant Sickle and Incisive Dagger in hand for any attacks to activate activates Slashing Kama and Starblade Flurry, and also extends the range of your Ethereal Sidestep or item power teleports by one (although if you have a move-action shift > 2 you'll want to use that and Staff of the Traveller instead).  Incisive Dagger and Staff of the Traveller are used for your minor-action shift teleport.  If you train back in Internalize the Basic Kata, you'll want a free hand at the end of the round, as well as either dagger or sickle for OA Flurry.

====== Created Using Wizards of the Coast D&D Character Builder ======

Banmarden, level 16
Wilden, Monk, Evermeet Warlock
Binding Initiate Option: Binding Initiate (Gloom Pact)
Monastic Tradition Option: Centered Breath
Hardy Form Option: Hardy Form Fortitude
 
FINAL ABILITY SCORES
STR 11, CON 12, DEX 24, INT 11, WIS 20, CHA 9
 
STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 14, CHA 8
 
 
AC: 34 Fort: 28 Ref: 31 Will: 29
HP: 99 Surges: 8 Surge Value: 24
 
 
FEATS
Level 1: Unarmored Agility


Level 2: Ki Focus Expertise


Level 4: Slashing Kama


Level 6: Internalize the Basic Kata


Level 8: Binding Initiate


Level 10: Acolyte Power


Level 11: Retrain Internalize the Basic Kata -> World Serpent's Grasp


Level 11: Briar Thorns


Level 12: Starblade Flurry


Level 14: Arcane Familiar: Disembodied Hand


Level 16: Superior Implement Training (Fluid ki focus)


ITEMS
Monk unarmed strike
Adventurer's Kit
Shadowflow Feyweave Armor +4 x1
Cloak of Translocation +3 x1
Incisive Dagger Dagger +3 x1
Circlet of Arkhosia (paragon tier)
Planestrider Boots
Staff of the Traveler +1 x1
Shadow Master Fluid ki focus +4 x1
Rubicant Sickle +2 x1

Staff of the traveler?  Or do you have another way to turn fallen needles into a teleport.

Also vicious stomp in epic (+ the ability to make MBA's).

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.

Staff of the traveler?  Or do you have another way to turn fallen needles into a teleport.

Also vicious stomp in epic (+ the ability to make MBA's).



Sorry I was unclear - Fallen Needles is to shift before or move after the teleport, to allow you to maximize your lvl 11 and 16 Evermeet options while still ending up adjacent to your enemies.  It has not been turned into a teleport itself.
Staff of the traveler?  Or do you have another way to turn fallen needles into a teleport.

Also vicious stomp in epic (+ the ability to make MBA's).



Sorry I was unclear - Fallen Needles is to shift before or move after the teleport, to allow you to maximize your lvl 11 and 16 Evermeet options while still ending up adjacent to your enemies.  It has not been turned into a teleport itself.

Well...  then i suggest turning it into a teleport itself.  By holding the staff of the traveler in your off hand.

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.

Currently running incisive dagger and jagged dagger - not sure if I can afford enough + teleport distance items at this level to drop incisive dagger, and need jagged to help my sad damage.  If I teleport twice with a total distance of 4 I can easily move back into position with a movement of 3 while I don't trigger OAs for being invisible.  Also don't want to be tied into using Fallen every round - I've got dailies and encounters to blow through.

Is ~300k workable for this level?
Currently running incisive dagger and jagged dagger - not sure if I can afford enough + teleport distance items at this level to drop incisive dagger, and need jagged to help my sad damage.  If I teleport twice with a total distance of 4 I can easily move back into position with a movement of 3 while I don't trigger OAs for being invisible.  Also don't want to be tied into using Fallen every round - I've got dailies and encounters to blow through.

Is ~300k workable for this level?

I don't think jagged is worth that much.  Not unless you do something special on a crit (like free attack).

Sublte dagger, or shadowmaster ki focus should help more.  Going ki-focus will let you nab a staff.

Edit: or drop a feat, pick up the swap familar.  Then juggle.

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.

Note that I'm going under the assumption that I can't use a staff implement one-handed, so no combining Staff of Traveler with Incisive Dagger without a swap.  And I need to end up holding a dagger or I lose Starblade flurry.

I really like the Disembodied hand idea (probably in place of superior implement), and you're right that the Subtle dagger is a much better pick than Jagged in this build.  I've got revenant stuff in most of the usual teleport boost slots so Staff of the Traveler isn't going to teleport me far, but if I grab an eladrin ring of passage I can still think of some good uses for 2 more single square teleports off of Fallen Needle - especially if we assume gloves of dimensional repulsion override the adjacent criterion of mastery of passage, but even without that it still allows for strong battlefield reorganization and/or additional Feywild Wakes.

I'll have to look through the monk full disciplines again for greater focus on shift distance.   
Note that I'm going under the assumption that I can't use a staff implement one-handed, so no combining Staff of Traveler with Incisive Dagger without a swap.  And I need to end up holding a dagger or I lose Starblade flurry.

You can use it one handed, you just need 2 hands for it to be a weapon.  Fortunatly, monks are all impliment attacks, so it's a non-issue (and you're proficent in it).

So yea...  Jagged to attack, Incisive + Staff for shifts.  You can let them fall behind a bit.  Especially the staff. 

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.

Here's something similar i did, but with battlemind.
Also, all the teleport/shift boosters i found.

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 like the BAMF guide for teleport boosters.

Damn... Psilent Guardian is orders of magnitude more sticky and defender-y than Sticky Cow could ever hope to be, and with multiple mark punishment to boot.  I probably need to give up the defender aspect of things (besides the basic Iron Soul mechanic) and focus on the Monk's striker strengths to earn a niche among the pantheon of Invisible Taxi builds, as damage seems to be a weakness of Psilent Guardian.

Looks like time to add together the two most broken races in the game, Tiefling and Revenant.


VARIANT: The Bloody Taxi


This version trades away the proning OA that necessitates Minotaur and instead opts for increasing damage through past life: Tiefling.  It does this by swapping out Wisdom for Charisma and then triggering bonus damage off of Slashing Kama style through the Icy Clutch of Stygia.  This softens your control but helps out your damage considerably.

FEATS


Level 1: Unarmored Agility
Level 2: Ki Focus Expertise
Level 4: Slashing Kama
Level 6: Pact Initiate: Infernal
Level 8: Arcane Familiar: Disembodied Hand
Level 10: Acolyte Power

Level 11: Icy Clutch of Stygia
Level 12: Starblade Flurry
Level 14: Superior Implement Training (Fluid ki focus)
Level 16: Improved Defenses


Other quality feat picks: 


  • Blazing Arc Ki Focus will allow for interesting tricks with Hellfire of Mephistopheles and Hellfire Blood, among many, many other fire related tricks.  Hellfire Teleport, along with Icy Clutch, drive the choice of race. 

  • On the revenant front, Prisoner's Resolve complements Death Scorned, Haunted Armor, Eerie Resurgence, and Ghostly Vitality perfectly.

  • Not sure what to grab with Secrets of Belial.  Sadly, Evermeet Warlock requires Warlock as a prereq, or else I could take all the tasty tiefling Wizard fire feats. I'm thinking Somersault Dodge.

Psilent guardian is definatly weaker on damage, but stronger on stickiness/defenses then the monk.
But you can expect as much when you are compairing a striker and defender.

Also, death scorned/eerie resurgence arn't a great feat (well, stand as a free action is nice).  Pick up Diciple of Death first.

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.

Aside: That was in no way a criticism of Psilent Guardian, just me recognizing that Sticky Cow can't compete with a Defender at its role strength and therefore I need to focus on Striker strengths to make the build worth running. 

As currently written, the Tiefling build lacks the Wisdom to qualify for Death's Disciple, as I swapped Wisdom and Charisma.  That swap is worth 2 (3 in epic, with a level-up boost to Cha to make odd starting Con come out even) damage on the Icy Clutch end effect and damage/target on Hellfire teleport.   That should be worth about 6 damage/round to a single target and 3 to everyone else in burst one - while it isn't game-breaking, it's not a bad start, roughly the equivalent of 2 feats worth of damage in Epic Tier.   

Having 13 Charisma also, according to the CB (but not a very strict RAW), opens up Prisoner's Resolve through swapping out Binder Initiate for Pact Initiate: Infernal.  It's the full Prisoner's Resolve + Haunted Armor + Death Scorned + Eerie Resolve combo that I'm hoping will work well together - I agree that Death Scorned isn't anywhere near as good as Death's Disciple on its own. 

Maths:
We get +3 bonus on death saves from Eerie Resolve and Death Scorned (Death Scorned isn't a feat bonus so they stack) and 5 failed death saves needed to die.   We also have +4 from Periapt and Haunted Armor with an additional +1 per failed attempt, and x2 healing surges upon hitting 20+ on a death save.  So 1st turn we get a save at +7 and, if we fail, we get to make another one at +8 immediately, which if my math serves should get us our double healing surge about 60% of the time.  If we've still failed, next turn you've hit +9, which should be auto-stabilize, but we're really fishing for a healing surge because we're unconscious - and at +9 we should hit 20+ fairly soon, which gets us all the way back to bloodied.  From then on we've got equivalent bonuses if we go below 0 again.

Now, that on its own that definitely doesn't justify 3 feats, but Prisoner's Resolve is fantastic and the free stand off of Eerie Resurgence is pretty solid.  You've then got a flat feat swap that allows you the stats for additional bonus damage, which is a goal for the new build.
If you don't qualify for diciple of death, i suggest fierce vitality over death scorned (and the background that let's you fail 4 times).
Also consider Resiltent Focus instead of Eerie Resurgence.  I'd call them equal, though you can get resilent much earlier.

Also, just psilent defender is a better defender doesn't mean you should give up on defender.  It's fine to have something that does both well, instead of one great and one ok.  This is especially true if you're not really much more striker from it.  (though admittedly, PD did give up on damage).

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 appreciate the encouragement to not give up on my Sticky Cow dreams (and also the Ghost With the Most Thread I've been referring to, which I just realized you wrote). 

After doing out the math, Tiefling is a somewhat better striker than Sticky Cow (the small damage increases listed were for Wisdom Tiefling vs. Charisma Tiefling, not Tiefling vs. Cow - Icy Clutch and Hellfire Teleport can add up to a goodly bit of damage), but only really in Epic.  Sticky Cow is arguably a better striker in Paragon, due to additional damage gained from triggering Opportunity Gore against ranged attackers.  Tiefling therefore put up more impressive numbers on paper, but for practical play Sticky Cow is better for the majority of time most people would be using him.
Added pic and formatted initial post to be easier to read.