5e houserules and tweaks.
Celestial Link Evoking Radiance into Creation
A Party Without Music is Lame: A Bard
Level Dip Guide
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.
Therein lies the problem with most of the new generation gamers, especially those playing D&D for the 1st time (4e).To be honest, I've never seen such rules lawyering over the last 2 editions, most especially 4e (these forums as a prime example), and that has hurt the game more than anything.For another person to call another wrong, is just plain insulting. I've been a DM for almost 30 years, and when I make a ruling, it doesn't always follow the rules as written in the book(s). Having a good group of players at the table, is paramount in helping to make this work. if you go back to the original books, the rules are NOT commandments set in stone. The problem of 4e is that they've tried to cover anything and everything. A good DM, an old school DM, uses the rules as a guideline.In fact, I think the 4e DMs guide actually has this printed in the early pages, but it is mostly ignored by the 4e DMs & players.So, in retrospect, when playing D&D and making a ruling, do what you feel is best. It is most certainly NOT WRONG.
i brought this up due to the fact that of all items that prevent falling damage ,that i have seen, only the ring of lesser doesn't have the clause you always land on your feet.
Current LFR Characters
Rygel, Svirfneblin Warlord|Sentinel 16--Kelith, Revenant Fighter 16 --Samel, Human Thief 13 --Aden Kadril, Elf Paladin 13 --Traya Moonraven, Revenant Hybrid 13 --Chais Domarien, Tiefling Psion 12 --Shiny Scales, Dragonborn Warlord 8 --Krush, Human Warlock 6 --Maxwell Edison, Human Rogue 4
LFR: Embrace the travelling carnival of exotic murder hobos. - Bargle0