====== Created Using Wizards of the Coast D&D Character Builder ====== Mora, level 30 Revenant, Avenger, Horizon Walker, Raven Consort Avenger's Censure: Censure of Pursuit Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Crossbow) Choose your Race in Life: Shadar-kai
FINAL ABILITY SCORES Str 12, Con 17, Dex 24, Int 12, Wis 26, Cha 10.
STARTING ABILITY SCORES Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.
FEATS Level 1: Weapon Proficiency (Fullblade) Level 2: Unarmored Agility (retrained to Fierce Vitality at Level 11) Level 4: Melee Training (Wisdom) Level 6: Warrior of the Wild Level 8: Avenging Resolution Level 10: Versatile Expertise Level 11: Painful Oath Level 12: Disciple of Death (retrained to Resilent Focus at Level 16) Level 14: Improved Defense Level 16: Superior Will Level 18: Weapon Focus (Heavy Blade) Level 20: Reserve Maneuver Level 21: Ghostly Vitality Level 22: Hand of Divine Guidance Level 24: Diciple of Death Level 26: Slashing Storm Level 28: Epic Resurgence Level 30: Divine Mastery
POWERS Avenger at-will 1: Overwhelming Strike Avenger at-will 1: Bond of Pursuit Reserve Maneuver: Fury's Advance Avenger encounter 1: Angelic Alacrity Avenger daily 1: Aspect of Might Avenger utility 2: Avenger's Resolve (retrained to Holy Blessing at Level 7) Avenger encounter 3: Fury's Advance Avenger daily 5: Bond of Foresight Avenger utility 6: Deliverance of Faith (retrained to Agile Recovery at Level 12) Avenger encounter 7: Relentless Stride Avenger daily 9: Blade of Repulsion Avenger utility 10: Leading Step Avenger encounter 13: Inexorable Pursuit (replaces Angelic Alacrity) Avenger daily 15: Aspect of Fury (replaces Aspect of Might) Avenger utility 16: Refire the Forge Avenger encounter 17: Soulforge Hammering (replaces Fury's Advance) Avenger daily 19: Blade of Astral Hosts (replaces Blade of Repulsion) Avenger utility 22: Twin Step Avenger encounter 23: Vengeful Parry (replaces Inexorable Pursuit) Avenger daily 25: Aspect of Death (replaces Aspect of Fury) Avenger daily 29: Final Oath (replaces Blade of Astral Hosts)
ITEMS Symbol of Victory +2, Battlecrazed Fullblade +6, Bloodthread Mindpatterned Armor +6, Belt of Sonnlinor Righteousness (epic tier), Iron Armbands of Power (epic tier), Dual Arrow +6 (2), Bolt of Transit +6 (2), Amulet of Protection +6 Death Song Ring (paragon tier), Ring of Circling Fangs (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
She starts out slightly tougher then your usual avenger, but there's not much special in heroic.
====== Created Using Wizards of the Coast D&D Character Builder ====== Mora, level 1 Revenant, Avenger Avenger's Censure: Censure of Pursuit Choose your Race in Life: Shadar-kai
FINAL ABILITY SCORES Str 10, Con 13, Dex 16, Int 10, Wis 18, Cha 8.
STARTING ABILITY SCORES Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.
POWERS Avenger at-will 1: Bond of Pursuit Avenger at-will 1: Overwhelming Strike Avenger encounter 1: Angelic Alacrity Avenger daily 1: Aspect of Might
ITEMS Fullblade, Crossbow, Crossbow Bolts (20) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Revenant (shadar-kai): For unkillability and death stuff. Avenger (persuit): Wis based for death saves, and a striker with defender leanings, being invulerable means you should try and take some hits. Raven Queen: Prereq for a few things, including the ED. 18 Wis: Pricy to buy an 18, but we want to maximize our offense, we're going to use other stuff to take hits. Boost every time. 16 Dex: Our AC, riders, and initive. Boost every time. 13 Con: The last few points go here, making us slightly tougher The rest of the stats don't matter, i choose 8 Cha just for RP reasons (she's here to collect souls, not to chat).
Skills Religion: Required, but she only really cares about her queen Perception: She doesn't want people to hide from death Acrobatics: She is the balances between life and death. Stealth: Death has a way of sneaking up on you.
Feat Fullblade: Damage boost, It's my personal preference to start with the correct weapon. Prevents switching issues later.
Powers: Overwhelming Strike: The At-Will of choice. She'll be using this alot. Bond of Persuit: This is really an open slot. Angelic Alacrity: A solid movement boost helps her reach her target and keep her oath. Aspect of Might: Good damage and nice versitile bonuses for the rest of the enounter.
Tactics: Starting off she isn't unkillable, but she does have better then average toughness and a solid attack. Save her second wind for when she's below 0, but don't hover around it too much. Use a crossbow for ranged backup, but don't upgrade it, use the magic ammo instead (she'll probably only use it 1-2 time a level).
====== Created Using Wizards of the Coast D&D Character Builder ====== Mora, level 5 Revenant, Avenger Avenger's Censure: Censure of Pursuit Choose your Race in Life: Shadar-kai
FINAL ABILITY SCORES Str 10, Con 13, Dex 17, Int 10, Wis 19, Cha 8.
STARTING ABILITY SCORES Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.
ITEMS Battlecrazed Fullblade +1, Bloodthread Cloth Armor (Basic Clothing) +1 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
2: Unarmored Agility: we're not unkillable yet, so more defense for now. Avenger's Resolve: resist 5 is alot at this level. Retrain to Holy Blessing later. 3: Fury's Advance: Minor action, good for nova and movement. 4: Melee Training (Wisdom): Helps us hit things when they move away and we can charge. 5: Bond of Forsight: It's either a stun, or a multi-attack (save ends).
Items: Bloodthread armor (lvl 4): This is the armor she going to keep. Battlecrazed Fullblade (lvl 5): This is the weapon she's going to stick with, extra damage is always good.
Tactics: With Bloodthread and Batlecrazed, she's gain a very nice boost to while bloodied, and with the revenant she generally won't heal untill she's below 0. Depending on your group (leaders and defenders), consider starting battles bloodied at this point. You still want to save your second wind till your below 0. Consider waiting to use Avenger's Resolve till when she's bloodied, but don't wait to long. Oath + Angelic Alacrity + Fury's Advance make a pretty nice first turn combo (stealth should get you close enough).
6: Diliverance of Faith: Use this when your first bloodied Warrior of the Wild (Athletics): Qualifies us for our PP, helps us get around, and gives us a damage boost. 7:Relentless Stride: A nice out of turn damage. Holy Blessing (retrained from avenger's resolve): Helps keep her oath up. 8: Avenging Resolution: More damage, It works for all damage including the d6 from battlecrazed. 9: Blade of Repulsion: Good for fighting in a small area. 10: Versatile Expertise (Fullblade, crossbow): +1 isn't a huge deal, but it'll be +2 soon. Leading Step: Reposition yourself and an enemy.
Items: Iron Armbands of power (lvl 6): Damage, as simple as you can get. Belt of Sonnlinor Rightousness (lvl 6): Lot's of resist here, but you can wait a few level before picking it up. Symbol of Victory (lvl 9): Get it for the daily power, don't worry about upgrading it. Bolt of Transit (lvl 8): It's cheaper to get a few (say 2-3) magic bolts then a crossbow, these have nice utility. Dual Arrow (lvl 10): Rolling 2x makes these bolts usefull a level or 2 down, keeps the avenger feel, and still cheaper then a new crossbow.
She's picked up a fair amount of damage, and Deliverance of Faith will allow you to start battles bloodied. If your taking alot of punishment, keep avenger's resolve for a few more levels. Turn 1 should still be Oath + Angelic Alacrity + Fury's Advance When you finish you first target, holy blessing + relentless stride will get you to your next.
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
Horizon Walker: Chosen for it's lvl 16 feature, but it's other features are pretty nice as well. The attack powers are fairly weak, but make good backup. 11: Fierce Vitality (replaces Unarmored Agility): AC attacks generally do just damage, and we can handle that pretty well. Painfull Oath : Big damage boost Shadowfell Sight: Darkvision makes stealth alot easier Wanderer's Action: Nice boon here, since it's a ture move action, you can downgrade it to a minor. Worldly Strike: You won't use this every encounter, but it's an upgrade to our RBA. Use magic bolts. 12: Diciple of Death: Total +7 to DST, you have to be unlucky to drop. Fey Strider: Nice long range teleport Deliverance of Faith (retrained to Agile Recovery at Level 12): With healing taken care of, this helps our actoin economy. 13: Inexorable Pursuit (replaces Angelic Alacrity): A direct upgrade 14: Improved Defenses: She'll be able to handle damage, but not still don't like status effects. 15: Aspect of Fury (replaces Aspect of Might): Enounter long damage buff. Great for minion encounters.
Items: Continue to upgrade what you already have. If your DM allows, get a few more symbols of victory (3 should be enough for most days).
Tactics: Remember your AP can give you an extra minor as well (for fury's advance/oath). She is significantly tougher, being able to stay below 0 for a while. Save your second wind till she's failed a DST or is near negitive bloodied. Painfull Oath is once per turn, so while it won't add to fury's assault, it does to relentless stride.
16: Astral Infusion: Huge bonus to DST, and more healing. Resiliant Focus (replaces Disiple of Death): Total of +4 to all saves, and +10 to death saves. Superior Will: Helps keep us in action Refire the Forge: Once per day "i win" button. 17: Soulforge Hammering (replaces Fury's Advance): A nice multi-attack, but it takes minors. 18: Weapon Focus (Heavy Blade): Damage, but good with multi-attacks. 19: Blade of Astral Hosts (replaces Blade of Repulsion): A dialy movement + multi-attack, no oath on the bust. 20: Elemental Chaos Strike: Our ranged new backup, use magic bolts with it. Reserve Manuver (Fury's Advance): She shouldn't need a ranged attack more then 1/day.
Items: Upgrade (don't forget the armbands/belt). Death Song Ring (lvl 19): She'll be making a fair amount of DST, might as well as add a Close burst 3 auto-damage while she's at it. Ring of Circling Fangs (lvl 20): She'll be bloodied, and she'll have a creature adjacent.
Tactics: At this point, she has trouble dying, so she really should rush head long into danger. Fey stride provides an excellent way to reach the back row targets. Oath (minor) + Inexporable Persuit (standard) + AP + Soulforged Hammering (AP standard) + Soulforged Hammering (AP move) + Fury's Assault (move) makes for a great opening nova.
In epic, death is her friend, it's comforting. 21Show
Raven Consort: Chosen for it's level 24 feature, which is when we truely become unkillable.
21: Quickened Corpus: A few more HP doesn't hurt Ghostly Vitality: You no longer loose actions for being below 0.
Being below 0 no longer cost actions, minor action attack away. Between insubstantial, and the belt, Mora will take very little damage. She'll probably be able to go most fights without healing. She'll still want to spend a surge after every fight.
22: Twin Step: More teleporting Hand of Divine Guidance: Crits are fun. 23: Vengeful Parry (replaces Inexorable Pursuit): With 2 teleports, we don't need an approach power. 24: Diciple of Death: Totals +14 to Death saves. Cycle of Life: Surge free healing, with a bonus to defenses and death saves. 25: Aspect of Death (replaces Aspect of Fury): Just a high W attack.
Tactics: There's should be no reason for you to spend a surge again.
Items: Again, just upgrades.
Tactics: After level 24, beat she should beat herself up every morning, to get the blood flowing. There are 2 way she can still die. 1) Massive damage (80+), while at 1 HP, can drop her straight to negitive bloodied. This is most likely going to come in the form of DM falling rocks. 2) Bad luck on Death Saving throws (possible to fail 2, but not 3), falling unconcious, and then getting a CDG'd party on her face.
26: Slashing Storm: Grind up some minions, or just add some damage Vitality Eternal: Helps cover her only real weakness 27: None: Nothing's better then what she already has. 28: Epic Resurgance: Cause a crit will happen, recharge soulforged hammering. 29: Final Oath (replaces Blade of Astral Hosts): Huge damage and gives the enemy incentive to attack you. 30: Divine Resurgence: Cause action points happen. Recharge soulforged hammering. Death's Compainion: You get pet for killing things.
Items: Final Upgrades
Tactics: Slashing Storm + Minions + Death's Compainion = Your own army Use Soulforged hammering early so you can recharge it. She can still die from masive (100) damage while above 0. She can still fail 1 death save (+17 to the first save, +19 to the second), but every other turn she's below 0 she'll heal.
At-Will DPR: 77.520625 Actual Expected DPR (using encounter powers): 117.95625
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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 keep pushing for a "punchline" section: What the build does, how it does it, what the key elements are and how the tie into what the build does.
In this case, I'm pretty sure it's "Doesn't die, no matter what, while still being a practical avenger"
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?
+1 -- This is how I built one, haven't had a chance to play it yet, tho, sadly. Went 16/16 Int/Wis, Avengers can suck up that -1 to hit better than most.
Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?
+1 -- This is how I built one, haven't had a chance to play it yet, tho, sadly. Went 16/16 Int/Wis, Avengers can suck up that -1 to hit better than most.
It's definately the better option once you reach true unkillable status, but prior to that it is more practical to capitalize on the revenant dex bonus for slightly higher AC.
Since you are going to be unkillable, wouldn't it be better to go with censure of retribution and try to provoke some OAs for a bit more damage?
I've never seen Ret's work well. You're more likely to loose your emnity bonus (slow/imobilise/prone on OA's, getting yourself surrounded, ect), the bonus is often lower (unless you can get hit twice), and your not really defending anyone. Plus persuits have better riders.
Also: revenant's stat's don't help at all Dex (init, stealth, acrobatics) > Int (knowlage) Horizon Walker uses Dex to attack (not a huge deal).
That said, Ret is certainly an option, but doesn't really change the build (you'd loose the crossbow and probably want a ranged attack)
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.