I'm don't plan on include powers or conditional bonuses there are just far to many, with varying levels of conditon. So these are just the constant bonuses. Unless it's a very common condition (like while your concious), or constantly achiveable (like 40+ arcana, or blooded).
I may expand on this in the future.
Roughly 43% of monsters inflict a "save ends" condition.Show
Note that this is just the number of monsters in the compendium with this keyword, they should still be pretty close.
All: Genasi (earth): +1 Conditions: Warforged: Death Take 10 Shadar-Kai: Death, Unconcious +2 Dwarf: Prone Extra Save Githzerai: Daze, Dominate, Stun +2 Kalashtar: Daze, Dominate Save at the start of your turn instead of the end. Genasi 1(plauge): Disease +5 Genasi (water): Damage +2 Warforged: Damage +2
All: Resilent Focus: +2 Feat Stubborn Survivor: +2 while you have no APs. Imperishable Destiney: +1 per milestone Courageous Mind: +1 while bloodied. Enhanced Font of Life: +1 with font of life Born of Shadow: +1 in dim or dark.
Condition: Death Scorned: Death +1 Diciple of Death: Death +5 Feat Diciple of Freedom: Immobilize, Slowed, Restrain Extra Save Martial Freedom: Slow, Immobilize +5 Superior Will: Daze, Stun Extra Save Dispater's Iron Discipline: Daze, Stun, Dominate +Int or Cha Focused Mind: Daze, Stun +4 Feat Tenacious Resolve: Damage +5 Feat Idomitable Halfling: Psycic Damage +5 Racial Earth Mote Stability: Falling +4 Feat Tenacity For Living: Fire and Necrotic Damage +4 Feat
Obsolete: Many feat bonuses to saving throws are strictly outclassed by Resilent Focus. So i'm not listing anything that give a +2 or less feat bonus, even if the do some with other quality benifits (Nusemnee's Atonement for instance).
All: Mul Battle Slave: +2 while bloodied Anointed Champion: +2 Scion of Absence: +2 Grim Blackguard: +2 Valiant Cavalier: +2 Warforged Juggernaut: +2
Condition: Stone Caller: Prone Extra Save Vistani Execrator: Blind Extra Save Self Forged: Damage +2 Self Forged: Death Take 10 Horizon Walker: Death +Wis Flamebrow Commander: Death +Cha Godfragment: Death +3 Raven Herald: Death +4 Ancestral Incarnate: Dazed, Stun +2 Hell's Keeper: Daze, Immobilize, Restrain +2 Radiant Servent: Immobilize, Restrain +2 Champion of the Labyrinth: Immobilize, Slow +4 Basilisk's Fury Adept: Immobilize, Restrain, Slow +2; Petrify Extra Save
Source: Halfling Scoundral: Fear Extra Save Divine Hand: Fear +2 Astral Weapon: Fear +2 Battlelord of Kord: Fear +5 Watcher of Vengence: Charm, Fear, Illusion +2 Deadstalker: Charm, Fear +2 Four Winds Master: Charm, Fear +5 Stealsky Liberator: Charm, Fear +5 Shire Knight: Charm Extra Save Azure Guard: Poison +2 Spellscarred Savant: Spellscared, Plaugechanged +2
All: Avatar of Hope: +1 Destined Scion: +2 Demiurge: +5 Sages of Ages: +5, Reroll with a very high arcana Heir of Syberys: +2 Cumulitive when you fail Mythic Spirit: +2 while not bloodied Free Soul: Extra Save Unyielding Sentinel: Reroll
Condition: Reborn Champion: Death +2 (effectively) Avangion: Death +1/2 your highest ability score (so +4/5) Star Favored Champion: Death Take 20 Mythic Spirit: Death Skip Raven Consort: Death +2 cumulitive Eighth Seal: Daze, Dominate, Stun Extra Save Topaz Crusader: Daze, Dominate, Immobilize, Restrain Immune
Source: Punisher of the Gods: +5 from your imortal curse target Dragonheart: Charm, Fear Extra Save Avatar of Hope: Fear Immune Exalted Angle: Fear Immune Grandmaster of Flowers: Charm, Fear, Psychic Take 10
Feats: elemental companions feat, wellspring of life, shared perseverence, power of freedom, invoke resilience, courageous example, harbinger of rebirth, emboldening presense, vengence's reward, tenacity for living, shield the fallen, saving grace, touch of salvation, hero's poise, guardian spirit, inspiirational survival.
PP's: Gatekeeper of the golden palace (gives you and allies a bonus equal to number of your adjacent allies), justiciar, emerald guardian, devout warpriest.
Items: mantle of the golden general, symbol of sacrifice,
Rituals Seal Death's Door: +2 death.
So yea, a huge number of things against Fear and Charm, yet not alot of Fear and Charm enemies.
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.
A couple off the top of my head that I like: Disciple of Death: +5 feat bonus to death saves Harbinger of Rebirth (Cleric): +2 Heal checks, all allies within 5 squares get a +5 feat bonus to death saves Martial Freedom: +5 feat bonus to saves vs slowed and immobilized Focused Mind: +4 feat bonus to saves vs dazed and stunned (awesome in conjunction with superior will) Poison Inured: +Con Mod to saves vs Poison Battle Hardened: +5 feat bonus to saves vs Fear, +2 feat bonus to initiative
A note to all who think I am being aggressive or angry- 99% of the time, I do not intend to be. I apologize if you think I am attacking you, odds are very strong that I am not. The only exceptions are when people become extremely uncivil to me, and even then I usually ignore them. I think it is very obvious when I am really mad; if I just seem generally abrasive, it is a reflection of my thought process rather than a state of emotion. I have the greatest respect for those who can debate rationally, even if we come to different conclusions.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
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 origional Post doesn't seem to be updating... So i'm pasting the update thing here for the moment...
I'm don't plan on include powers or conditional bonuses there are just far to many, with varying levels of conditon. So these are just the constant bonuses (unless it's a very common condition, like while your concious).
Roughly 43% of monsters inflict a "save ends" condition.Show
Note that this is just the number of monsters in the compendium with this keyword, they should still be pretty close.
All: Genasi (earth): +1 Conditions: Warforged: Death Take 10 Shadar-Kai: Death, Unconcious +2 Dwarf: Prone Extra Save Githzerai: Daze, Dominate, Stun +2 Kalashtar: Daze, Dominate Save at the start of your turn instead of the end. Genasi 1(plauge): Disease +5 Genasi (water): Damage +2 Warforged: Damage +2
All: Resilent Focus: +2 Feat Imperishable Destiney: +1 per milestone Courageous Mind: +1 while bloodied. Enhanced Font of Life: +1 with font of life
Condition: Death Scorned: Death +1 Diciple of Death: Death +5 Feat Diciple of Freedom: Immobilize, Slowed, Restrain Extra Save Martial Freedom: Slow, Immobilize +5 Superior Will: Daze, Stun Extra Save Dispater's Iron Discipline: Daze, Stun, Dominate +Int or Cha Focused Mind: Daze, Stun +4 Feat Tenacious Resolve: Damage +5 Feat Idomitable Halfling: Psycic Damage +5 Racial Earth Mote Stability: Falling +4 Feat Tenacity For Living: Fire and Necrotic Damage +4 Feat
Obsolete: Many feat bonuses to saving throws are strictly outclassed by Resilent Focus. So i'm not listing anything that give a +2 feat bonus, even if the do some with other quality benifits (Nusemnee's Atonement for instance).
All: Anointed Champion: +2 Scion of Absence: +2 Mul Battle Slave: +2 while bloodied Valiant Cavalier: +2 Warforged Juggernaut: +2
Condition: Stone Caller: Prone Extra Save Vistani Execrator: Blind Extra Save Self Forged: Damage +2 Self Forged: Death Take 10 Horizon Walker: Death +Wis Flamebrow Commander: Death +Cha Godfragment: Death +3 Raven Herald: Death +4 Ancestral Incarnate: Dazed, Stun +2 Hell's Keeper: Daze, Immobilize, Restrain +2 Radiant Servent: Immobilize, Restrain +2 Champion of the Labyrinth: Immobilize, Slow +4 Basilisk's Fury Adept: Immobilize, Restrain, Slow +2; Petrify Extra Save
Source: Halfling Scoundral: Fear Extra Save Divine Hand: Fear +2 Astral Weapon: Fear +2 Battlelord of Kord: Fear +5 Watcher of Vengence: Charm, Fear, Illusion +2 Deadstalker: Charm, Fear +2 Four Winds Master: Charm, Fear +5 Stealsky Liberator: Charm, Fear +5 Shire Knight: Charm Extra Save Azure Guard: Poison +2 Spellscarred Savant: Spellscared, Plaugechanged +2
All: Avatar of Hope: +1 Destined Scion: +2 Demiurge: +5 Sages of Ages: +5, Reroll with a very high arcana Heir of Syberys: +2 Cumulitive when you fail Mythic Spirit: +2 while not bloodied Free Soul: Extra Save Unyielding Sentinel: Reroll
Condition: Reborn Champion: Death +2 (effectively) Avangion: Death +1/2 your highest ability score (so +4/5) Star Favored Champion: Death Take 20 Mythic Spirit: Death Skip Raven Consort: Death +2 cumulitive Eighth Seal: Daze, Dominate, Stun Extra Save Topaz Crusader: Daze, Dominate, Immobilize, Restrain Immune
Source: Punisher of the Gods: +5 from your imortal curse target Dragonheart: Charm, Fear Extra Save Avatar of Hope: Fear Immune Exalted Angle: Fear Immune Grandmaster of Flowers: Charm, Fear, Psychic Take 10
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.