Revenant (Pixie/Fey Origin) not able to be fey?

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So, just a quick question, Revenant who's past life is Pixie, Eladrin, etc. who have the Fey Origin bonus...doesn't seem to apply.

Is there a reason why Fey Origin doesn't apply?  It says being that race meets prerequisites for feats and paragon paths, but it doesn't specifically state origin being excluded?

Is this just a bug with the CB?
No. Past Life only let you be considered a member of that race for the purpose of meeting prerequisites, it doesn't give any Racial features such as Fey Origin.

Yan
Montréal, Canada
@Plaguescarred on twitter

No. Past Life only let you be considered a member of that race for the purpose of meeting prerequisites, it doesn't give any Racial features such as Fey Origin.



Ok but a pre-req of Winter Sovereign is Prerequisite: 21st level; fey origin
which satisfies the "meet the requirement of prerequisites" that Revenant provides.


As a Revenant you are considered to be an Undead or Living creature only. Your Past Life option has no effect on your origin (because your 'main' race is Revenant, not what you select for Past Life).
As a Revenant you are considered to be an Undead or Living creature only. Your Past Life option has no effect on your origin (because your 'main' race is Revenant, not what you select for Past Life).



I understand that, but it specifically states that Past life: Select a race other than revenant. You are also considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites.

The pre-req is Fey Origin, thus I should meet the requirement even if I am Undead.
But that isn't a blanket, all purpose, 'you have all the features of the race you select' statement. It just means that if a prerequisite is 'Pixie' then you can take it. That's all.
Indeed - you're considered a Pixie for things which have 'Prerequisite: Pixie' - but Winter Sovereign doesn't.  It has 'Prerequisite: Fey Origin' which is different, and which Revenant doesn't give you.
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.
Indeed - you're considered a Pixie for things which have 'Prerequisite: Pixie' - but Winter Sovereign doesn't.  It has 'Prerequisite: Fey Origin' which is different, and which Revenant doesn't give you.

Pretty much this.

Yan
Montréal, Canada
@Plaguescarred on twitter

For instance, you can take the streak of light feat.  
Which has prerequisit: Pixie.

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.

In similar fashion, a Half-Elf is considered an Elf for feats that require being an Elf, but a Half-Elf does not get Fey Origin
When revenant first came out was there any disscussions as to why a small (or now tiny) race becomes a medium race when it returns from the dead?
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
When revenant first came out was there any disscussions as to why a small (or now tiny) race becomes a medium race when it returns from the dead?

Because magic.

If you mean any explanations from the developers, no.
When revenant first came out was there any disscussions as to why a small (or now tiny) race becomes a medium race when it returns from the dead?

There was a sidebar mentioning some DM's may want to have revenant dwarfs still being small, but they specificly said it was a houserule to do so.

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.

My understanding is 'because revenants are not the indivudal brought back to life in their old body, they're specifically the individual's soul/essence/whatever put into an entirely separate, new body from a new race, which might just remember a bit about the way its earlier body worked.
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.
My understanding is 'because revenants are not the indivudal brought back to life in their old body, they're specifically the individual's soul/essence/whatever put into an entirely separate, new body from a new race, which might just remember a bit about the way its earlier body worked.



Pretty much this. Think of a Revenant as being like SPAWN. A soul shoved into a body created for a specific purpose. Just less necroplasmy (optional) and with fewer demonic Clown/Demon creatures (again, optional).
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