Indestructible

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Aimed to be as indestuctable as possible.

"Resist" 8 from swarm (ranged and melee. stacks)
"Resist" 13 from deathless warror (close and melee, stacks)
Resist 30 all  (51 total from melee)
Insubstantial
17 THP when hit (1/round)
+18 (+2 per save) to Death Saves = 59 HP at the end of every round as needed.
+2 to all defenses each turn you are below 0.

*The "resist" stack.  And most of the stuff is only active below 0. 

Make 15 protective scrolls worth 59 HP and +5 to all defenses for your allies at the beginning of the day.  You won't need the surges.

build
====== Created Using Wizards of the Coast D&D Character Builder ====== Indestructable, level 30
Revenant, Runepriest/Druid, Horizon Walker, Raven Consort
Runic Artistry Option: Serene Blade
Hybrid Druid Option: Hybrid Druid Will
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Swarm
Choose your Race in Life: Shadar-kai
Scorned Noble (Scorned Noble Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 12, CON 26, DEX 15, INT 10, WIS 26, CHA 12

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10


AC: 47 Fort: 45 Ref: 40 Will: 49
HP: 206 Surges: 15 Surge Value: 61

TRAINED SKILLS
Endurance +30, Insight +28, Perception +28, Stealth +24

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +23, Heal +23, History +15, Intimidate +20, Nature +23, Religion +15, Streetwise +18, Thievery +17

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Revenant Utility: Dark Reaping
Runepriest Feature: Rune of Mending
Druid Feature: Wild Shape
Hunter's Quarry Power: Hunter's Quarry
Druid Attack 1: Savage Rend
Runepriest Attack 1: Rune of the Undeniable Dawn
Druid Utility 2: Warding Wind
Runepriest Utility 6: Banner of Alliance
Runepriest Utility 10: Protective Scroll
Druid Utility 10: Clear the Chaff
Druid Utility 10: Goodberry
Horizon Walker Attack 11: Worldly Strike
Horizon Walker Utility 12: Fey Strider
Druid Attack 13: Claws of Retribution
Druid Attack 15: Jaws of Ice
Insight Utility 16: Insightful Riposte
Runepriest Attack 17: Word of Healing Assault
Druid Attack 17: Infiltrating Drone
Horizon Walker Attack 20: Elemental Chaos Smite
Druid Attack 25: Primal Panther
Raven Consort Utility 26: Vitality Eternal

FEATS
Level 1: Hybrid Talent
Level 2: Restless Dead
Level 4: Disciple of Death
Level 6: Superior Will
Level 8: Superior Fortitude
Level 10: Lightning Reflexes
Level 11: Warrior of the Wild
Level 12: Toughness
Level 14: Staff Fighting
Level 16: Hafted Defense
Level 18: Stormhawk's Vengeance
Level 20: Staff Expertise
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Second Skin
Level 26: Timely Respite
Level 28: Skill Power
Level 30: Death's Blessing

ITEMS
Defensive Quarterstaff +6 x1
Periapt of Recovery +6 x1
Haunted Nightmare Hide Armor +6 x1
Boots of Quickness (paragon tier) x1
Circlet of Indomitability (paragon tier) x1
Ring of Circling Fangs x1
Death Song Ring x1
Belt of Sonnlinor Righteousness (epic tier) x1
Antipathy Gloves x1
Bracers of Mighty Striking (epic tier) x1
Eager Hero's Tattoo (paragon tier) x1
Book of Five Truths (The Fourth Truth)
Mad Monkey Wobbles
Reflexive Psychic Shroud (heroic tier)
Plague of the Dragon's Altar (paragon tier)
Power Jewel
Nolzur's Inkwell
Enshrouding Candle
Darkskull
Eye of Prophecy
Bahamut's Protective Ward (level 13)
Spirit of Wind (heroic tier)
Abalach-Re's Deception (heroic tier)
Davros Elden's Hasty Resurgence
Kingslayer's Curse - Fearsome Reputation
Melora's Storm Blessing (level 3)
Iron Hand Anvil Breaker
Northern Fist Paralyzing Point
Iron Hand Unbreakable Form
Five Stars Five Strikes
Battle-Scarred Champion (paragon tier)
Corellon's Boon of Arcane Might (level 8)
====== End ======


Obviously this is way too overkill for any normal, or even most char-op game.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

If you take 100 melee damage:

-8 (swarm)
-13 (deathless warrior)
-30 (belt)
= 49 /2 (insubstantail)
= 24 - 17 (THP)
= 7  real damage.

(then heal 59)



Defensive boosting  (turn 1)

Standard -> total defense, (2)
   timely respite, you grant yourself a death saves (+2)
   with defensive staff (6)
Minor-> clear the chaff, you grant yourself a death saves (+2)
end of turn -> your regular death save (+2)
= +14 to all defenses (6 are till the end of the enocunter)

You can also "nova".
Move-> goodberry -> death save (+2)
AP-> Second wind (+2)
AP move-> goodberry -> death save  (+2)
revenant minor->goodberry -> death save (+2)
revenant move->goodberry -> death save (+2)
= +10

= +24 to all defenses. (16 are until the end of the enocunter).


Alternitive:  MC seeker and grab Land Passage to be safe from turn 1 nova's.  Though you won't have a garenteed 20 on your death save, at least not without boosting 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.

I am going to guess resist 8 and 13 are in quotes because they aren't real resists. Might want to throw up a quick 'splanation so people don't knee jerk yell about how resist doesn't stack.
Primal Swarm
While you are in beast form and not wearing heavy armor, melee attacks and ranged attacks deal less damage to you. When you take damage from either type of attack, the damage is reduced by your Constitution modifier.

Deathless Warrior
Prerequisite: 21st level, Con 13, shadar-kai
Benefit: If a melee or a close attack would reduce you to 0 or fewer hit points, reduce the damage taken by 5 + your Constitution modifier.

Simple, elegant, effective. That's some hefty resist. I didn't know Raven Consort's endless regen was only a level 24 feature... that's convenient.

Mmmm...  15 Protecive scrolls @ 59 HP...  

Now Allies can't complain too much about the DM never attacking 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.

Is Stormhawk's Vengeance necessary?  I realized how difficult it would be to trigger it.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Yet more proof that revenants are just silly.  Nice one.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Is Stormhawk's Vengeance necessary?  I realized how difficult it would be to trigger it.

Hmm...  I guess it need to get though the THP to trigger..  So no, it's not neccicaray.  But i can't think of any more toughness feats.

Probably should put in staff expertise and ruthless killer so you're actually useful to the party.

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.

So no, it's not neccicaray.



lol did you sneeze while typing or something?

Nice build.  Imagine the horizon walker is mostly just for astral infusion, since everything else about that class is just horrible for the build you have.  There must be a better paragon path than this for what you're trying to achieve...  though, I suppose a +8 to death saving throws for a revenant is a decent trade-off when all your other pp abilities pretty much suck.
 
Deathless Warrior
Prerequisite: 21st level, Con 13, shadar-kai
Benefit: If a melee or a close attack would reduce you to 0 or fewer hit points, reduce the damage taken by 5 + your Constitution modifier.




If that's so, shouldn't you apply this AT THE END of the calculation for damage received, rather than along other "resistance".
I know you're supposed to take into account resistances before halving for insubstantial, but this is not a "resistance", strictly speaking.
Also, it seems to "trigger" when you have a "final number" to compare with your current HP. Should that number be equal to or larger than your current HP value, you'd reduce the damage by 13.

With your example, 100 damage:

-30 belt, -8 swarm = 62
/2 insubstantial = 31
-17 THP = 14

now if your HP is 14 or less, Deathless Warrior kicks in
-13 D.W. = 1 damage


Right?
 
Insubstantial halves the damages - this is always the last thing you do. RC 312.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
 
Deathless Warrior
Prerequisite: 21st level, Con 13, shadar-kai
Benefit: If a melee or a close attack would reduce you to 0 or fewer hit points, reduce the damage taken by 5 + your Constitution modifier.




If that's so, shouldn't you apply this AT THE END of the calculation for damage received, rather than along other "resistance".
I know you're supposed to take into account resistances before halving for insubstantial, but this is not a "resistance", strictly speaking.
Also, it seems to "trigger" when you have a "final number" to compare with your current HP. Should that number be equal to or larger than your current HP value, you'd reduce the damage by 13.

With your example, 100 damage:

-30 belt, -8 swarm = 62
/2 insubstantial = 31
-17 THP = 14

now if your HP is 14 or less, Deathless Warrior kicks in
-13 D.W. = 1 damage


Right?
 


Right.
Insubstantial halves the damages - this is always the last thing you do. RC 312.


Right, and wrong... it is not always the last thing you do, full stop. It is the last thing you do before any reactions, free action triggers, etc. As abk pointed out, you do not know if the damage dealt would reduce you to 0 hit points or fewer until after all resistances (including halving damage from insubstantial) , as well as temporary hit points and other such effects that reduce the damage applied, are calculated and compared to your actual hit point total.

Think of it as an interrupt with the trigger being "a melee or close attack reduces you to 0 hit points or fewer" - this in no way affects resistances, halving effects such as insubstantial, temp hit points lost, etc. It necessarily comes into play after all of those things have been applied.
Mellored:

I challenge you.  Make an indestructible character, when he will be facing a monster built under the following rules:

Monster base must come out of one of the monster manual style books (to get damage totals, and basic powers).

Monster may have up to 1 non attack ability swapped with an ability replicating a feat of an appropriate tier if standard, 2 if elite, 3 if solo.

Monster may use up to 1 magic item per tier. (This item would then have to be reflected within it's treasure parcel.)

Monster base may be modified by templates and themes (and anything else similar that might come out in the future) as per DMGs.

Using these rules, I will build a solo who will attack you and daze you for around 2 damage, and then AP to hit you for approximately 400 damage; the AP attack will ignore insubstantial and resist, so, against your current indestructible character, it would do somewhere around 350 damage.  For the moment, I am going to assume the monster hits, although that's not completely accurate, simply because I am showing it is POSSIBLE to kill your character, even if unlikely.  As a note, the monster would do half damage, which would come to only 165 or so damage if it missed.


I am aware that these monster rules are not completely LFR; but they are also simple enough and common sense enough that I think it would be reasonable for any DM to make monsters using such rules.  I also think it should be possible (especially for you) to build a character impervious to such a monster, and I think it would bring our optimized defense characters to a new level if you could figure out how it would be possible.
2 (daze)+400 (ignore resists and insubstantial) ?

Topaz Crusader with Iron Warding.  Take 2 damage, ignore daze, interupt to reduce 400 to 0.
Total damage... 2.

Edit: there's also plenty of ED's with "once per day, when you die".  So...  it's easy to survive 1 hit.
Or heck... just take dark wanderer.

Edit2: The biggest weakness is probably a mindflayer tormentor.   "If this power ruduces the target to 0 hit points of fewer, the mindflayer tormentor devours its brain.  This kills the target instantly..."\\

I'm fairly sure there's a few other's like that. 

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.

There's also the everlasting Beastlord, who has his companion in a self-holding bag of holding with 24 hours worth of food, water and delver's bags. He could stand up to Orcus, Demogorgon, you name it... as long as he could get away long enough to renew his preparations. He'll be dazed, he'll be at negative one million damage... but it doesn't matter.

If you're a team player, you could have a dedicated cleric in the bag with him, or at your home base, so that you could make sure it wouldn't stay below zero for long, or at least that both wouldn't be below zero at the same time. It would take an entire dedicated campaign of assaulting and imprisoning and multiple safehouses and ruses and plane-crossing car chases to actually take this guy out for good if you really thought ahead.

The humble Beastlord - the true Highlander.
Hmmm....  Can a beastmaster have a druid as a pet?

At least you could pretend to be it's pet. 

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.

Whoops, my bad; I meant could survive that attack, but also survive indefinitately against other sources.  The beastlord certainly qualifies (although as a DM against that beastlord I would specifically make the campaign something like Highlander, when the whole point was that people were hunting you, but you were out hunting them too.)

I suppose I should really throw something into the challenge like 'and must also be able to eventually kill their target', even if it takes a million rounds.  I mention that to discount my own deathless cleric, because he gets stuck in one spot and can't chase things down, even if nothing can ever kill him or remove him from that spot.

Question about the Beastlord:  Obviously you don't die when you go negative, since your pet is fine, but can a monster grab the ranger, knock him down to negative infinite, and then hold him for long enough that the pet starves to death?  (The team player beastlord would counter this one too.)
I suppose I should really throw something into the challenge like 'and must also be able to eventually kill their target', even if it takes a million rounds.  I mention that to discount my own deathless cleric, because he gets stuck in one spot and can't chase things down, even if nothing can ever kill him or remove him from that spot.

You have something that will survive negitive bloodied?

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.

Whoops, my bad; I meant could survive that attack, but also survive indefinitately against other sources.  The beastlord certainly qualifies (although as a DM against that beastlord I would specifically make the campaign something like Highlander, when the whole point was that people were hunting you, but you were out hunting them too.)

I suppose I should really throw something into the challenge like 'and must also be able to eventually kill their target', even if it takes a million rounds.  I mention that to discount my own deathless cleric, because he gets stuck in one spot and can't chase things down, even if nothing can ever kill him or remove him from that spot.

Question about the Beastlord:  Obviously you don't die when you go negative, since your pet is fine, but can a monster grab the ranger, knock him down to negative infinite, and then hold him for long enough that the pet starves to death?  (The team player beastlord would counter this one too.)

No, the pet would pop out of the self-holding bag in the nearest unoccupied square to the player, then you'd have to kill it before it escapes, all the while ensuring that neither of them get any heals, and facing team beastlord as well. Or, you can just keep him restrained forever and hunt down and kill his pet wherever it may be, if you didn't take the bag route, but that in itself would be an adventure.

So yeah, it's not eternal indestructibility, but it makes him a lot harder to kill than, say, demogorgon, or orcus, or bahamut, without some significant planning and resources.
Cleric Barbarian Loremaster, U22 cleric sealing death's door (or whatever it is), makes you ignore unconscious and dead from negative hp as long as you're in the zone, U10 barbarian mountain something or other, makes you immune to forced movement.  Grab the swordmage (or wizard) no teleport zone for that once in a while occurence that a monster can teleport you out (better yet, have a swordmage or wizard loremaster ally).

All day immune to damage, but you lack mobility, even if you can find a way to move a zone once in a while (which do exist, but not nearly enough to let you chase anything).
And there you go. Two of those guys, next to your beast companion. In your base, with a Dimensional Anchor. Revenants, so they never have to eat, sleep, or breath, and taking shifts so one can rest for a few hours while the other maintains the field. In exchange, you give them eternal pan-dimensional broadband internet access - they'll never want to leave.

And in the meanwhile, you're off exploring the world forever. I'd suggest investing in a phasing or no-line-of-sight teleportation utilities in case you're buried alive, but even that is just a matter of time. The best you could do to this guy is restrain him indefinitely.

Maybe every few millennia you trade spots with your familiar so he can explore the universe for a while.

Guys, I think we've just solved death.
I wonder if your pet dies from old age?  I mean, you can clearly be a revenant Beastlord and not have to worry... but every so often, wouldn't you need to get a new pet?  Clearly, we drop a mountain on the beastlord and wait until his pet dies and then kill the beastlord (although how we'll do hp damage to him when he's covered in a mountain I'm not sure yet).
Superior Fortitude will give you resist 9 ongoing, nto that you will ever get more ongoing than you can resist with what you have, but to be over the top you could add that. Also 2 items that are alternative rewards will grant you halved damage and then the other let's you treat the attack as though you are insubstantial to it. But not being fully insubstantial it should stack since it is a different effect. but both of thse you need to be unseen or in total concealment.

Zehir's Shadow Cloak

Sehanine's Mark of the Dark Moon


 
100 Damage
-8 (swarm)
-13 (deathless warrior)
-30 (belt)
= 49 /2 (insubstantail)
= 24 - 17 (THP)
= 7  real damage.

I thought that it was like this:
DR > Insubstantial > Damage Reducing Stuff > THP

100 - 30 = 70
70/2 = 35
35- 13 = 22
22-8 = 14
14 - 17 = 3 THP left? Derp

Edit: Orcus's Touch of Death
207 - 30 = 177
177/2 = 88
88-13 = 75
75-8 = 67

103 - 30 = 63
63/2 = 31
31-21 = 10

Assuming Total Defenses
+33 to hit vs 54 Fort, needs a crit
5% chance to deal 67 damage
95% chance to deal 10 damage
12 Avg damage (people can recheck)
reduced by 17 (THP) = 5 THP
O,O me gusta



And there you go. Two of those guys, next to your beast companion. In your base, with a Dimensional Anchor. Revenants, so they never have to eat, sleep, or breath, and taking shifts so one can rest for a few hours while the other maintains the field. In exchange, you give them eternal pan-dimensional broadband internet access - they'll never want to leave.

And in the meanwhile, you're off exploring the world forever. I'd suggest investing in a phasing or no-line-of-sight teleportation utilities in case you're buried alive, but even that is just a matter of time. The best you could do to this guy is restrain him indefinitely.

Maybe every few millennia you trade spots with your familiar so he can explore the universe for a while.

Guys, I think we've just solved death.




If you blast away the ground beneath the character, he'd fall in the hole. If the hole's deep enough, he'd be vertically out of the 10' zone.

If the guy is immune to forced movement, does that mean that if you tied him with an indestructible cable to 1000 ancient dragons, they wouldn't be able to pull him? O.o'
Regarding old age, if you being 1000 years old would reduce you to negative hit points... you're still alive. It doesn't say against attacks, it just says you don't die from failed death saving throws or negative HP.

Regarding forced movement - simply enough, yes. He'd be surrounded by 1000 pissed off ancient dragons futilely yanking an indestructible cable nowhere.

As for attacking the ground, any flight would keep them from falling. Zephyr boots - problem solved.

The enemy waits 5 minutes, then attacks.  Your buffs are gone, and no short rest.
Or has an aura-killer weapon or other zone remover.
Or uses a power that "stuns" or "dominates" you in a special way (warlock stuff).

I'd say mine is a bit more survivable.  Since you can't negate the auto-heal.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@mellored : i like yours a lot better, because it just stacks a few bonuses to achieve an impervious resistance, which could however be trumped in a couple of ways. Also it is more "playable" in a normal game.
The other build using aura and immunity to forced movement, is just exploiting some of the silliness of the rules to create a one trick pony that wont win a battle,he just wont lose it.

By the way, the "wait 5 mins" option was great lol xD
Oh, I never claimed Infinite Beastlord was usable, or useful. He was just immortal for the 24 hours his familiar was in hammerspace. If you want to be immortal after that, you'll need a lot more planning. Ultra-revenant babysitters are just one layer of defense - there'd be more, I'm sure.

In any case, he's just some silliness. I'm always a big fan of mellored's builds - they're always so creative.
Yup, I never thoughy my cleric was all that invulnerable either.  Although, I haven't looked into the requirements for a short rest; could you just cast it, and then promptly take a short rest; repeat every 5 minutes?   Or do the people attacking you (even though they don't really bother you) count as interrupting your rest?

Anyway, the better point of this was the combination of the revenant cleric|barbarians + beastlord.  But that's getting into party tactics anyway.
I love this build but I'd like it to be fleshed out more in terms of the powers taken at all levels, not just the particularly relevant ones, etc.

EDIT: Also, am I losing my mind or isn't Horizon Walker closed to you as it requires you to be a Ranger? Nevermind, figured it out.

EDIT 2: A great ring to ensure true non-death would be Ring of the Phoenix. 


J
I love this build but I'd like it to be fleshed out more in terms of the powers taken at all levels, not just the particularly relevant ones, etc.

EDIT: Also, am I losing my mind or isn't Horizon Walker closed to you as it requires you to be a Ranger? Nevermind, figured it out.

EDIT 2: A great ring to ensure true non-death would be Ring of the Phoenix. 


J

Oddly, i just lost my runepriest yesterday, so i'm switching to this one.  Level 8, so i'll get to see how it performs early.  I'll also have a reason to look though the powers.  Though honestly i think i'm going blightbeast.  Full defense won't help the party.

And yea, ring of phoenix is a good double back up-option.

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 my stab at the character:

Indestructible

====== Created Using Wizards of the Coast D&D Character Builder ======
Indestructible, level 30
Revenant, Druid/Runepriest, Blightbeast, Raven Consort
Hybrid Druid Option: Hybrid Druid Reflex
Runic Artistry Option: Serene Blade
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Swarm
Choose your Race in Life: Shadar-kai
Akanûl (Akanûl Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 12, CON 26, DEX 15, INT 10, WIS 26, CHA 12

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10


AC: 47 Fort: 45 Ref: 43 Will: 44
HP: 206 Surges: 15 Surge Value: 51

TRAINED SKILLS
Endurance +30, Perception +28, Religion +20

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +23, Heal +23, History +15, Insight +23, Intimidate +20, Nature +23, Stealth +17, Streetwise +18, Thievery +17

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Revenant Utility: Dark Reaping
Druid Feature: Wild Shape
Runepriest Feature: Rune of Mending
Shadar-kai Racial Power: Shadow Jaunt
Runepriest Attack 1: Word of Diminishment
Druid Attack 1: Savage Rend
Runepriest Utility 2: Shield of Sacrifice
Druid Utility 6: Swarm Dispersal
Druid Attack 7: Charm Beast
Religion Utility 10: Conviction
Runepriest Utility 10: Protective Scroll
Blightbeast Attack 11: Blighted Agony
Blightbeast Utility 12: Maggot Form
Druid Attack 19: Primal Lion
Blightbeast Attack 20: Blight Locus
Runepriest Utility 22: Rune of the Hero's Resolve
Druid Attack 23: Grasping Earth
Druid Attack 25: Writhing Henge
Druid Attack 25: Primal Storm
Raven Consort Utility 26: Vitality Eternal
Druid Attack 27: Disorienting Drone

FEATS
Level 1: Hybrid Talent
Level 2: Staff Expertise
Level 4: Restless Dead
Level 6: Disciple of Death
Level 8: Superior Will
Level 10: Superior Fortitude
Level 11: Lightning Reflexes
Level 12: Toughness
Level 14: Staff Fighting
Level 16: Hafted Defense
Level 18: Death Scorned
Level 20: Stormhawk's Vengeance
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Second Skin
Level 26: Past Soul
Level 28: Epic Reflexes
Level 30: Primal Resurgence

ITEMS
Defensive Quarterstaff +6 x1
Haunted Nightmare Hide Armor +6 x1
Periapt of Recovery +6 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Diamond Bracers (epic tier) x1
Zephyr Boots x1
Antipathy Gloves x1
Crown of Eyes x1
Shadow Band x1
Ring of the Phoenix x1
Resurgence Tattoo x1
====== End ======



I took out the Ranger MC since you're going Blightbeast, and put in Staff Expertise pretty early. I've never played a Runepriest or a hybrid before so I took my best shot at the powers and items. Let me know what you think. I'd like to get his Reflex defense higher somehow.

Here's my stab at the character:

Indestructible
====== Created Using Wizards of the Coast D&D Character Builder ======
Indestructible, level 30
Revenant, Druid/Runepriest, Blightbeast, Raven Consort
Hybrid Druid Option: Hybrid Druid Reflex
Runic Artistry Option: Serene Blade
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Swarm
Choose your Race in Life: Shadar-kai
Akanûl (Akanûl Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 12, CON 26, DEX 15, INT 10, WIS 26, CHA 12

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10


AC: 47 Fort: 45 Ref: 43 Will: 44
HP: 206 Surges: 15 Surge Value: 51

TRAINED SKILLS
Endurance +30, Perception +28, Religion +20

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +23, Heal +23, History +15, Insight +23, Intimidate +20, Nature +23, Stealth +17, Streetwise +18, Thievery +17

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Revenant Utility: Dark Reaping
Druid Feature: Wild Shape
Runepriest Feature: Rune of Mending
Shadar-kai Racial Power: Shadow Jaunt
Runepriest Attack 1: Word of Diminishment
Druid Attack 1: Savage Rend
Runepriest Utility 2: Shield of Sacrifice
Druid Utility 6: Swarm Dispersal
Druid Attack 7: Charm Beast
Religion Utility 10: Conviction
Runepriest Utility 10: Protective Scroll
Blightbeast Attack 11: Blighted Agony
Blightbeast Utility 12: Maggot Form
Druid Attack 19: Primal Lion
Blightbeast Attack 20: Blight Locus
Runepriest Utility 22: Rune of the Hero's Resolve
Druid Attack 23: Grasping Earth
Druid Attack 25: Writhing Henge
Druid Attack 25: Primal Storm
Raven Consort Utility 26: Vitality Eternal
Druid Attack 27: Disorienting Drone

FEATS
Level 1: Hybrid Talent
Level 2: Staff Expertise
Level 4: Restless Dead
Level 6: Disciple of Death
Level 8: Superior Will
Level 10: Superior Fortitude
Level 11: Lightning Reflexes
Level 12: Toughness
Level 14: Staff Fighting
Level 16: Hafted Defense
Level 18: Death Scorned
Level 20: Stormhawk's Vengeance
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Second Skin
Level 26: Past Soul
Level 28: Epic Reflexes
Level 30: Primal Resurgence

ITEMS
Defensive Quarterstaff +6 x1
Haunted Nightmare Hide Armor +6 x1
Periapt of Recovery +6 x1
Belt of Sonnlinor Righteousness (epic tier) x1
Diamond Bracers (epic tier) x1
Zephyr Boots x1
Antipathy Gloves x1
Crown of Eyes x1
Shadow Band x1
Ring of the Phoenix x1
Resurgence Tattoo x1
====== End ======


I took out the Ranger MC since you're going Blightbeast, and put in Staff Expertise pretty early. I've never played a Runepriest or a hybrid before so I took my best shot at the powers and items. Let me know what you think. I'd like to get his Reflex defense higher somehow.


You seem to be missing a runepriest encounter/daily.  There's one runepriest encounter that doesn't have a weapon keyword, so it's useable in beast form.

If your going for pure toughness, you want Horizon Walker.  But there's such a thing as overkill.


Here's what i go so far.  Ruthless killer will make me actually useful to the party as a psudo-defener.  Clinging Drones is a great off-tank power as well.
[sblock scarab]====== Created Using Wizardsof the Coast D&D Character Builder ======
Scarab, level 8
Revenant, Druid/Runepriest
Hybrid Druid Option: Hybrid Druid Will
Runic Artistry Option: Serene Blade
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Swarm
Choose your Race in Life: Warforged

FINAL ABILITY SCORES
STR 10, CON 18, DEX 13, INT 8, WIS 20, CHA 10

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10


AC: 24 Fort: 20 Ref: 17 Will: 23
HP: 65 Surges: 11 Surge Value: 16

TRAINED SKILLS
Athletics +8, Endurance +14, Perception +14

UNTRAINED SKILLS
Acrobatics +5, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +9, Heal +9, History +3, Insight +9, Intimidate +6, Nature +9, Religion +3, Stealth +4, Streetwise +4, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Druid Feature: Wild Shape
Runepriest Feature: Rune of Mending
Runepriest Attack 1: Word of Exchange
Druid Attack 1: Grasping Claws
Runepriest Attack 1: Anvil of Battle
Runepriest Attack 1: Rune of Iron's Rebuke
Druid Utility 2: Barkskin
Druid Attack 3: Flowing Swarm
Druid Attack 5: Clinging Drones
Runepriest Utility 6: Banner of Alliance
Druid Attack 7: Poison Sting

FEATS
Level 1: Hybrid Talent
Level 2: Disciple of Death
Level 4: Staff Expertise
Level 6: Ruthless Killer
Level 8: Stormhawk's Vengeance

ITEMS
Haunted Hide Armor +2 x1
Belt of Sonnlinor Righteousness (heroic tier) x1
Periapt of Recovery +2 x1
Accurate staff of Ruin +1 x1
Acrobat Boots x1
Claw Gloves x1
Bracers of Mighty Striking (heroic tier) x1
====== End ======[/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.

Well, for unhurtability you'd want to look at Dreadnought as well. I have to admit though, Blightbeast is growing on me. A pseudo-defender could help the party, but I like the idea of being somewhat selfish and letting the other players worry about defending. You're a controller/leader, so the party should be trying to protect you anyway. I took Mercenary as a theme, so RP-wise it dovetails in nicely with that approach.

J
Well, for unhurtability you'd want to look at Dreadnought as well. I have to admit though, Blightbeast is growing on me. A pseudo-defender could help the party, but I like the idea of being somewhat selfish and letting the other players worry about defending. You're a controller/leader, so the party should be trying to protect you anyway. I took Mercenary as a theme, so RP-wise it dovetails in nicely with that approach.

J

Horizon walker will give you more total toughness (especially with raven consort). Dreadnought is nice but +8 to surge value (and easier surge use) >>>> +10 HP.  And the resist won't stack with the belt.  So the only thing you really get is the ability to end "save ends" stuff.  Nice, but it won't work on the worst (dominate, stun), daze should be covered anyways, and damage will be ignored.  That leaves a few things but meh.  Darkvision, ap move action, and a long range teleport arn't wasted on HW.

Blightbeast is obviosuly just +damage.  Though it's quite alot of damage.

And a leader|controller who doesn't lead or control is not a leader|controler.

I also perfer the iron wolf theme.  Tuathan+Timely Revival is also wonderful, but prevents Raven Consort.  Humans can get another +1 to NADs feat, and heroic effort though, so it's certainly an option (unless you intend to spend all your surges on protective scrolls).

But this build is strong enough to skip out on that for some RP purposes.

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 Revenant (Human), Tuathan+Timely Revival, Death's Brink Armor, high DST bonus build.  That way, you don't have to worry about status effects.  Throw in some Boots of Caiphon + Staff of the Traveler cheese so you can escape grab/restrains that aren't status condition effects and you've got a build that can pretty much ignore anything that's thrown at it.

Problem is getting the high DST bonus to achieve a guaranteed 20 on the roll to make Tuathan work.  That takes a lot of resources, which takes away from the characters usefulness to the party (being indestructible is all well and good for yourself, but if you hit like a sissy you aren't going to be contributing anything to the party). 
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 like the Revenant (Human), Tuathan+Timely Revival, Death's Brink Armor, high DST bonus build.  That way, you don't have to worry about status effects.  Throw in some Boots of Caiphon + Staff of the Traveler cheese so you can escape grab/restrains that aren't status condition effects and you've got a build that can pretty much ignore anything that's thrown at it.

Problem is getting the high DST bonus to achieve a guaranteed 20 on the roll to make Tuathan work.  That takes a lot of resources, which takes away from the characters usefulness to the party (being indestructible is all well and good for yourself, but if you hit like a sissy you aren't going to be contributing anything to the party). 

It's not THAT many resources.  The biggest one would be your PP and stats (Wis has alot of classes, Cha also can work).

Armor
5: feat
2: feat (ritual casting, power bonus)
2: neck
1: theme (which you take anways)
9: PP
=+19

Heck, throw in the background for +1 (and choose to do the death saves before any other), and go wis secondary.

Pretty small price considering your neigh invulnerable.

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Would you like to do an updated 1-30 build for him then? I'd love to see it


I guess i can build my blightbeast to 30, with a fair amount off off tank stuff.

or did you mean a tuathan? It really isn't much different. Just grab destined scion.

But i'm currently working on a foe-seeker ammunition build. Because repeating 5 missile dance as a minor... yea...

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.