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Righteous Wrath: The Avenger's Handbook (wiki)
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<blockquote data-quote="Nibelung" data-source="post: 6711967" data-attributes="member: 74499"><p><span style="font-size: 12px"><strong><strong>== Paragon Powers ==</strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong><strong>== Level 13, Encounter ==</strong></strong></span></p><p></p><p>Most probably take ''Crimson Stride'' for the "fetch" element. Or they look back at the other off-action attack they passed at 3rd level, and pick that up.</p><p><span style="font-size: 12px"><strong><strong>=== Weapon ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: purple">Avenger's Demand</span></strong><strong>(DP)</strong><strong> ====</strong></p><p>The pull is an effect, so when you make your attack you'll still get your rerolls, and then it pushes and knocks prone as a kicker. Remember, prone and Adjacent is roughly equivalent to immobilized, especially if you have a decent OA.</p><p></p><p><strong>==== Cloud of Souls</strong><strong>(PHB2)</strong><strong> ====</strong></p><p>Keeps enemies away from your target, but not away from you. Useful for blocking a choke point, but that's about it. <span style="color: blue">Better</span> for the Martyr, as it turns into a beautiful (half secondary stat) setup power. Shame you don't yet have anything great to follow it with.</p><p></p><p><strong>==== <span style="color: #0000FF">Crimson Stride</span>(DP) ====</strong></p><p></p><p>Sequestering Strike's older brother, now with approach as well. Comes with a special for every censure '''except''' pursuit. Weird. Still good for everyone.</p><p></p><p><strong>==== Dervish Strike(DP) ====</strong></p><p>The visual is cool, and mechanically you get some extra control, and you give the target a free head start in case it wants to run (or you want to spend an action point to charge it)</p><p></p><p><strong>==== <span style="color: blue">Light of the Avenging Sun</span>(PHB2) ====</strong></p><p>Radiant damage, and your target is unlikely to hit you for a turn. That might convince it to run...</p><p></p><p><strong>==== <span style="color: blue">Weaving Blades</span>(DP) ====</strong></p><p>Even more accurate than normal, and one turn of "push everyone who would deny you your oath".</p><p></p><p><strong>==== <span style="color: #FF0000">Whirling Blades</span>(PHB2) ====</strong></p><p>A nice boring 3W if your target is feeling lonely. For a class that started with 2W encounter powers and ends up with 6W ones, it's a shame that 3W is considered a pure damage power at this level. Dervish strike also does 3W, and does more than just damage.</p><p>[/sblock]<span style="font-size: 12px"><strong><strong>=== Implement</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: blue">Lifedrinking Covenant</span>(D382) ====</strong></p><p>Range, but with rerolls. Strong encouragement for your target to stay. And damage <span style="color: #0000FF">'''for each square the target moves'''</span> is nearly immobilize. If you're either a ''Radiant One'', or if you're in a <span style="color: #00BFFF">'''push-happy party with a bloodmage'''</span>, could be spectacular.</p><p></p><p><strong>==== '''Sequestering Word'''(PHB2) ====</strong></p><p>You and your target go 5 away to talk, and then anyone who doesn't move away from you takes damage... but it's your ranged implement power. Otherwise it would be an automatic choice for Chasers. Instead take Crimson Stride.</p><p></p><p><strong>==== <span style="color: #FF0000">'''Wages of Sin'''</span>(DP) ====</strong></p><p>Ranged Implement attack that does "extra" damage still less than what you'd do if you just ran up and hit it.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Level 15, Daily</strong><strong> ==</strong></strong></span></p><p></p><p>The Barbarian Rage Strike power indicates that 6W would be a good pure-damage power at this level. Oath of the Many comes the closest at 4{W}.</p><p><span style="font-size: 12px"><strong><strong>=== Weapon</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #0000FF">Aspect of Fury</span>(PHB2) ====</strong></p><p>Start with a possible 3W attack, and then start a 5 point damage aura that also hits anyone who attacks you, even with reach. Chasers want. Anyone who wants a lot of DPR wants.</p><p></p><p><strong>==== Bond of the Sacred Duel(PHB2) ====</strong></p><p>The initial attack is weak, but the rider isn't too bad. Think of it as nearly doubling your retribution bonus. The downside is that it might mean you stop getting a retribution bonus, but that's not a horrible fate.</p><p></p><p><strong>==== <span style="color: red">Forceful Call</span>(DP) ====</strong></p><p>Daily ''Come and Get It'' (but only does damage to one target, not all hit). What's a great power for a fighter is a horrible horrible avenger power.</p><p></p><p><strong>==== <span style="color: #800080">Ghostly Chains</span>(DP) ====</strong></p><p>You use slow/immobilize on melee threats, so you get more rounds to pick at them in perfect safety from range. This asks you to have allies adjacent to the target. Wha?</p><p></p><p><strong>==== Inescapable Justice(DP) ====</strong></p><p>Free movement back to your target until it dies. Eh. Again, most monsters don't actually run without substantial incentive.</p><p></p><p><strong>==== <span style="color: #800080">Oath of Divine Lightning</span>(PHB2) ====</strong></p><p>The chaser who penalizes saves can do decent things with this... but there are better control options at this level. Chasers should look at ''Aspect of Fury'' instead.</p><p></p><p><strong>==== <span style="color: #0000FF">Oath of the Many</span>(D382) ====</strong></p><p>The biggest {W} since Living Death Strike, and until Oath of the Inevitable Blade... and it has an effect: two oathed enemies. Another way to avoid taking Refocus Enmity, but since you have to kill both of them to regain your oath power, not quite as good.</p><p></p><p><strong>==== <span style="color: #0000FF">Tether of Light</span>(DP) ====</strong></p><p>Sequestering strike for every hit for an encounter. Please have an intelligence modifier.</p><p></p><p><strong>==== Zealous Onslaught(DP) ====</strong></p><p>Just an attack with a "Grants CA (save ends)". The kicker is a free MBA, so this is a multi-attack for Elites/Solos that don't stun.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>=== Implement</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #800080">Sigil of Carceri</span>(PHB2) ====</strong></p><p>Ranged. Seriously annoys one artillery piece (save-ends)</p><p></p><p><strong>==== <span style="color: purple">Soul Lightning</span>(DP) ====</strong></p><p>Ranged. Target hurts close allies to the tune of 10 lightning per round. As a daily, that seems underwhelming simply because of the HP monsters have at this level. As a "Leave me alone" power, pretty radically inferior to ''Temple of Brilliance''</p><p></p><p><strong>==== Temple of Brilliance(DP) ====</strong></p><p>Another "guarantee you your oath" power. No one on team monster is getting within two squares of your target, because it is guaranteed to be blinded. But does basically no damage, and doesn't otherwise affect the target at all.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Level 16, Utility</strong><strong> ==</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== Astral Cloak(<span style="color: #FF0000">PHB2</span>) ====</strong></p><p>A turn of invisibility. More things for the Ninja.</p><p></p><p><strong>==== <span style="color: #800080">Battle Blessing</span>(<span style="color: #FF0000">DP</span>) ====</strong></p><p>Because it's an interrupt, you can use it after you know what your ally rolled. Which translates to "Trigger: Ally crits on an opportunity attack". But that's still really conditional.</p><p></p><p><strong>==== <span style="color: blue">Bulwark of Defiance</span>(<span style="color: #FF0000">PHB2</span>) ====</strong></p><p>Your wrath pushes you to ignore a save-end effect for a turn. Not bad as an encounter power. It will combine well with ''Superior Will'' for some things that are not save-ends, which is an added boon in LFR or other campaigns where the adventure author recognizes the inversion between the severity of "save-ends" vs. "End of Next Turn".</p><p></p><p><strong>==== Pillar of Chernoggar(DP) ====</strong></p><p>Stance that slows everyone next to you. That's some control. Pair with a storm sorcerer for maximum fun, even if you stop getting your oath.</p><p></p><p><strong>==== <span style="color: #0000FF">Refire the Forge</span>(D385) ====</strong></p><p>When you get bloodied (or dropped) by an attack, make a free attack as an interrupt. And, oh yeah, all your attacks heal you for free.</p><p></p><p>Your DM will quickly learn to drop you with Aura damage or other non-attacks, but if you can hover around bloodied you'll probably get a fair number of triggers. Your DM may decide that the trigger is "applying the damage" not "getting hit", and thus killing the monster doesn't negate taking the damage. But you'll still heal, which will usually take a lot of the sting out.</p><p></p><p>If you're <span style="color: #00BFFF">'''already dead'''</span> or a minotaur it's even better, because you'll get more chances to heal from sub-zero (and thus never get around to actually falling over)</p><p></p><p><strong>==== <span style="color: #0000FF">Strength in Unity</span>(<span style="color: #FF0000">DP</span>) ====</strong></p><p>Once an encounter, ignore one attack. At least if you have an intelligence modifier and stay near your party.</p><p></p><p><strong>==== Summons to Duty(<span style="color: #FF0000">DP</span>) ====</strong></p><p>Slide an ally into a flanking position as a minor. Good for the leader minors, but a little high level for the effect.</p><p></p><p><strong>==== Temple of Seclusion(DP) ====</strong></p><p>One encounter a day, get your oath every round without having to worry about it.</p><p></p><p>That's great ... but at this level, I find you're fighting more large creatures, and less monster-created lines. More elites, less minions. You're typically less likely to have oath problems, so in less need of a fix for it.</p><p></p><p><strong>==== Vengeful Revenant(PHB2) ====</strong></p><p>Especially for the Deva. Pop back up like the energizer-bunny powered terminator you are. But for it to be useful, you had to fail a death save, which means your leader let you have one. It's good in that it's stable, but it should be useful only in a really really rare situation.</p><p></p><p><strong>==== <span style="color: #800080">Winds of the Astral Sea</span>(<span style="color: #FF0000">PHB2</span>) ====</strong></p><p>For a 16th level encounter power, that's an awfully short teleport.</p><p>[/sblock]</p><p> <span style="font-size: 12px"><strong><strong>== Level 17, Encounter</strong><strong> ==</strong></strong></span></p><p> </p><p><span style="font-size: 12px"><strong><strong>=== Weapon</strong><strong> ===</strong></strong></span></p><p></p><p>Most should take ''Vengeful Parry'' or ''Soulforge Hammering''. Off-action attacks or multi-attacks are how you win in this edition as a striker. If you're low on Phasing, look at Wrathful Charge.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #FF0000">'''Accept no Defeat'''</span>(DP) ====</strong></p><p>Basically, it's a 3W pure damage power with a really weird miss clause. Take something more interesting.</p><p></p><p><strong>==== Haunting Step(D382) ====</strong></p><p>It's an good range power that (for Unity) can teleport you instead. A 3{W} approach power isn't bad, but this level has better.</p><p></p><p><strong>==== <span style="color: purple">Lethal </span><span style="color: blue">Intercession</span>(DP) ====</strong></p><p>I don't know how often you draw OAs, but I'd guess that only ''Polearm Gamble'' avengers take enough to consider this power. (The language isn't well defined, but your DM knows what they mean). At which point, it gives a small attack debuff. Er, woo?</p><p></p><p>Better for PMC stunts that get a defender aura, or ''Tactical Warpriest''s, because then you're using the -2 to try and force a miss. But then the poor wording comes into play.</p><p></p><p><strong>==== <span style="color: purple">Punishing Blow</span>(DP) ====</strong></p><p>I honestly have no idea what this is supposed to do. Each enemy adjacent to the target counts as your Oath Target? So I guess that means you can hit them with ''Painful Oath'' bonus damage, but you still only get rerolls based on being next to only one creature, so you won't get oath rolls here.</p><p></p><p><strong>==== Ready the Final Blow(PHB2) ====</strong></p><p>A setup power for the Chasers. You stick your victim in place, and get a "Dear God" bonus to hit him with your next attack roll. Or if you have a leader, you could use ''Soulforge Hammering'' to kill him this round, and do something else next.</p><p></p><p><strong>==== <span style="color: #00BFFF">Soulforge Hammering</span>(D385) ====</strong></p><p>An explicit multiattack, designed to favor "real" avengers over crit-fishers. 3 attacks over two rounds, using your minor action, and all your attacks gain an off stat to damage. This is your Nova spike of choice.</p><p></p><p><strong>==== Spectral Charge(PHB2) ====</strong></p><p>Charge, and take half damage from any attacks you soak up on the way in, and for the next turn. ''Wrathful Charge'' is more offensive, this is more defensive.</p><p></p><p><strong>==== <span style="color: #00BFFF">'''Vengeful Parry'''</span>(DP) ====</strong></p><p>Immediate Interrupt, with a trigger almost guaranteed to happen. Sold. Oh, also... it moves the target and can keep you from being hit at all. (Take the shift after your counterattack but choose not to slide the target)</p><p></p><p><strong>==== <span style="color: #00BFFF">Warding Blade</span>(PHB2) ====</strong></p><p>First you clear the space around your target, and then you punish any enemies that come back (or if you have reach, attack you from outside). And if you're Martyr, you Will hit with those opportunity attacks.</p><p></p><p><strong>==== <span style="color: #0000FF">Wrathful Charge</span>(DP) ====</strong></p><p>Charge through walls and enemies, collecting damage bonuses for each enemy that attempts to attack you. And if you're retributive, you get silly bonuses even if your missed. (Um, once for each time you're missed on the way in, and twice for each time you're hit. Wow, that could do a lot of damage). Unfortunately, the power's damage bonus only applies to the power... but your censure bonus will stick around for another round.</p><p></p><p>Safety Tip: Incompatible with ''Badge of the Berserker''. Lesser will still work, partially.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>=== Implement</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><strong>==== <span style="color: blue">Astral Fury</span>(PHB2) ===</strong></strong></p><p>Melee Touch. One or Two (??) targets get teleported and immobolized. Vs. melee brutes, this is basically an encounter stun. vs. Artillery, it's useless.</p><p></p><p><strong>==== <span style="color: purple">Chains of Letherna</span>(D380) ===</strong></p><p>Ranged. Low damage+Immobilize, and a "don't get near the target" effect that's so little damage only minions will notice. Bah.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Level 19, Daily</strong><strong> ==</strong></strong></span></p><p></p><p>The Barbarian Rage Strike power indicates that 7W would be a good pure-damage power at this level. The best here is 5. Controllers get their upgrade to Glaring Admonition, but for everyone else this is not a great level... Blade of the Astral Hosts could work well as a big round for a Martyr...</p><p><span style="font-size: 12px"><strong><strong>=== Weapon</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><strong>==== <span style="color: #0000FF">Blade of Astral Hosts</span>(DP) ====</strong></strong></p><p>Try and make sure your oath target is in the first burst, so that it works as a multi-attack power. But it's a daily pure damage power, which I'm not a big fan of. It's still probably the highest damage power you have without multiclassing or using cheesy readings.</p><p></p><p><strong>==== <span style="color: #800080">Bonded by Blood</span>(DP) ====</strong></p><p>This level's "Chase after your target until it dies" power.</p><p></p><p><strong>==== <span style="color: #800080">Flame Unquenchable</span>(DP) ====</strong></p><p>Good: 3W and applies a penalty to your targets saves against ongoing damage. Bad: The penalty is ridiculously conditional.</p><p></p><p><strong>==== <span style="color: blue">Leprous Wound</span>(D380) ====</strong></p><p>This is a power that is optimizable to something silly via a cheesy reading, and BB tricks. But since you're almost level 21, ''Radiant One'' is right there. If you're not a ''Radiant One'' and also think that the obvious reading is that the 10 extra damage are considered to be part of the triggering attack: meh. You'll still hit the target with around 50-90 extra damage, depending on your party. That's still pretty good.</p><p></p><p><strong>==== <span style="color: #800080">Oath of the Inevitable Blade</span>(PHB2) ====</strong></p><p>Finally, a 5W. The miss effect is weak, but you used it after one of your setup powers, right? So how can you miss? (Shoulda been 7W and Reliable)</p><p></p><p><strong>==== <span style="color: #800080">Stroke of Doom</span>(DP) ====</strong></p><p>Its a weapon vs. NAD attack to pull the target, so it's fairly accurate even at range. But the followup is just a 5{W} attack. Yawn.</p><p></p><p><strong>==== Temple of Respite(PHB2) ====</strong></p><p>A nice defender/controller power. Your defenses to up, you are surrounded by difficult terrain. But not that much damage, and you're not usually a defender. Also, needs more dakka. Remember it doesn't move with you, so make sure you use it at a choke-point.</p><p></p><p><strong>==== <span style="color: #0000FF">Vengeful Recovery</span>(PHB2) ====</strong></p><p>If you hit, the kicker is free healing. If you miss you still heal, you just have to spend a surge. And it dazes too, always. But since you're not an Orbizard, save-ends conditions other than stunned are overrated. Also, needs more dakka.</p><p>[/sblock]<span style="font-size: 12px"><strong><strong>=== Implement</strong><strong> ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: red">Aspect of Awe</span>(PHB2) ====</strong></p><p>Close Burst, one target. Lame damage and a save-ends pull effect. Um, why?</p><p></p><p><strong>==== <span style="color: #0000FF">Radiant Beckoning</span>(D382) ====</strong></p><p>The upgrade for Glaring Admonition. Still a power-tax (which is more expensive than a feat tax). The effect on your target is completely useless, (5d8+pull 5). But it's got the "use ranged attacks like you're supposed to" effect that should have been a feat.</p><p>[/sblock] </p><p> </p><p> </p><p><span style="font-size: 12px"><strong><strong>== Epic Powers ==</strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong> </strong></span></p><p><span style="font-size: 12px"><strong><strong>== Level 22, Utility ==</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: blue">Ghostly Vengeance</span>(PHB2,Daily) ====</strong></p><p>Until the end of the encounter, WALK THROUGH WALLS. And something else not unimportant, but you had me at walk through walls.</p><p></p><p><strong>==== Indomitable Resolve(PHB2,Daily) ====</strong></p><p>Once per day, don't die, as an immediate interrupt. Almost always worse than Raven Wings, which gives you the ability to reposition yourself and heal in addition to not getting dropped.</p><p></p><p><strong>==== <span style="color: #0000FF">Raven Wings</span>(D380,Daily) ====</strong></p><p>Once per day, don't die, as a no action. The teleport is of limited utility, but the "no action" part is really handy. Still probably not the best choice at this level.</p><p></p><p><strong>==== <span style="color: #0000FF">Refuge of Piety</span>(DP,Encounter) ====</strong></p><p>Once an encounter, save against everything and get some free shifting too. The only problem is that it's an move action, so you can't use it if Stunned, and may not want to if dazed.</p><p></p><p><strong>==== <span style="color: #0000FF">Oath of the Final Strike</span>(PHB2,Daily) ====</strong></p><p>Once per day, put off dying for a round, and be completely immune to damage for that round. Nice, but I'd rather walk through walls.</p><p></p><p><strong>==== <span style="color: #0000FF">Seeker's Step</span>(DP,Daily) ====</strong></p><p>Hopefully there will be enough squares next to your OoE target that you can teleport to one where your other attacker can't hit you. Does use your stance slot, which has become increasingly valuable.</p><p></p><p><strong>==== <span style="color: #0000FF">Shield of Providence</span>(DP,Encounter) ====</strong></p><p>Take half damage from attacks, turned out ontside of your turn, and charge up your next attack. Good for the Martyr.</p><p></p><p><strong>==== Twin Step(PHB2,Encounter) ====</strong></p><p>I prefer my utilities to be something other than dailies, and it provides really good mobility. But I still can't justify this over any of the above.</p><p>[/sblock]</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Level 23, Encounter ==</strong></strong></span></p><p></p><p>Most of these do around 4W.</p><p></p><p> </p><p><span style="font-size: 12px"><strong><strong>=== Weapon ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #0000FF">Bond of Justice</span>(DP) ====</strong></p><p>4W, and if you run away from your oath target after the attack, teleport+TH bonus+damage. Effective, if difficult to RP.</p><p></p><p><strong>==== Chains of Fate(PHB2) ====</strong></p><p>More "target shares damage you take" Martyr powers. If you're looking for a "survive being surrounded", you want phase duel. This will be a bit more offensive... but really I think you want Phase Duel.</p><p></p><p><strong>==== <span style="color: #0000FF">Fearsome Fury</span>(DP) ====</strong></p><p>One round completely neuter something your party has surrounded. Completely. And does decent damage.</p><p></p><p><strong>==== <span style="color: #00BFFF">Phase Duel</span>(PHB2) ====</strong></p><p>You take your target elsewhere to do battle for a turn. Your target has line of effect/sight to nothing but you, and since you're a martyr, you've guaranteed it won't hit you either. No one can hit you, your target can hit no one. Yeah, that's actually good.</p><p></p><p><strong>==== Sacred Arena(D382) ====</strong></p><p>Divine Rage, the 4{W} attack version, with more teleporting. But since you have to teleport the poor targets into safe(ish) squares, kinda lame in its way. I'd go for one of the cooler powers, and at this level there are several.</p><p></p><p><strong>==== Threatening Strike(DP) ====</strong></p><p>3[W]+immobilized vs. Fort. Woo? If the 2nd attack triggered, it might be nice; but it won't. The only real use it has is for a Martyr who's about to unleash an MBA storm somehow: the kicker's a nice buff. But as a standard action, that's still pretty expensive.</p><p></p><p><strong>==== <span style="color: #0000FF">Vengeful Apparition</span>(DP) ====</strong></p><p>Punt your target a silly distance, with very high accuracy. Also, more flying through walls as an encounter power. This time chasers have a silly high fly speed.</p><p></p><p><strong>==== <span style="color: #800080">Victory Hymn</span>(DP) ====</strong></p><p>If you need to spend a surge and make a save, you either need to get suspiciously lucky, or you need to make the attack against someone who's not your OoE target. At least it's an effect...</p><p>[/sblock]</p><p> <span style="font-size: 12px"><strong><strong>=== Implement ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #800080">Avenger's Shield</span>(PHB2) ====</strong></p><p>Ranged. Hit them with this, then move in without fear of them attacking you. Except if you're willing to move in, why are you taking level 23 implement powers?</p><p></p><p><strong>==== <span style="color: purple">Excoriating Challenge</span>(DP) ====</strong></p><p>Ranged AoE power. Pushes or pulls, only damages your Oath taret. Might be worthwhile if you think you're a warlock, and have the full teleport-enhancer package, but I tend to doubt it.</p><p>[/sblock]</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Level 25, Daily ==</strong></strong></span></p><p></p><p>The Barbarian benchmark is for pure damage powers is 8W. Some of these come close.</p><p></p><p>Controllers take Executioner's Justice. Chasers probably take Mantle of the Astral Champion, but I expect everyone to have an assortment of phasing powers at this point, so it might be overkill. I'm not sure what everyone takes.</p><p></p><p> </p><p><span style="font-size: 12px"><strong><strong>=== Weapon ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== Aspect of Death(PHB2) ====</strong></p><p>In theory this power convinces the subject to run away from you... but in practice 10 damage (save-ends) isn't enough damage to force compliance. But 6W is respectable. For 10 damage, it should just been until the end of the encounter.</p><p></p><p><strong>==== <span style="color: #0000FF">Executioner's Justice</span>(PHB2) ====</strong></p><p>Dazed, to stunned, to have some psychic damage while you're stunned. Hm, how much Orb-izard magic can we get going on here?</p><p></p><p><strong>==== <span style="color: blue">Mantle of the Astral Champion</span>(DP) ====</strong></p><p>Fly through walls for the encounter. And is also an attack.</p><p></p><p><strong>==== <span style="color: red">Sigil of Damnation</span>(PHB2) ====</strong></p><p>Make your encounter powers do half damage on a miss. Um, the point of the avenger is to not miss.</p><p></p><p><strong>==== <span style="color: red">Wings of Pursuit</span>(D382) ====</strong></p><p>Move + Attack, the daily power version. 5{W} isn't horrible, and the kicker is basically "fly speed if your target runs", but since targets generally don't run, and you don't get the fly speed if you can't reach it... Mantle of the Astral Champion is almost strictly better.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>=== Implement ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: purple">Amber Prisons</span>(DP) ====</strong></p><p>Touch attack. At this level, immobilized is marginal for a save-ends daily effect, and monsters know to avoid fireball formation as well, so won't be slid and immobilized because they won't be adjacent to your targe.</p><p></p><p><strong>==== Bond of Destiny(PHB2) ====</strong></p><p>Ranged implement power. Gives you the ability to run after people. The key ability here is no line of sight requirement. Translation: Infinite Range and/or ignore hidden.</p><p></p><p><strong>==== Drawn by Fate(DP) ====</strong></p><p>Ranged, but with a weapon 2ndary attack. Standard, this. Move far far away. Minor, teleport the target back next to you (wherever you are) way away from it's support. Free, during the target's turn: curse when it makes it's saving throw and you can't keep it locked down anymore.</p><p></p><p><strong>==== <span style="color: green">Thunderhead Smite</span>(DP) ====</strong></p><p>Pretend it says "Requirement: no enemy can be adjacent to you", and is colored green. Doesn't do that much (Close burst 3 push power that does no damage)... but is colored green.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Level 27, Encounter ==</strong></strong></span></p><p></p><p>The choice powers here are Scatter to the Astral Winds, and Spark of Hatred. Fishermen take Hurricane of Blows via Eternal Seeker, of course. Chasers take Inevitable End, but are a bit bitter about it.</p><p> </p><p><span style="font-size: 12px"><strong><strong>=== Weapon ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #800080">Anvil of Faith</span>(DP) ====</strong></p><p>Push 5 at the most, and do 3W. Why? Well, if you're a Hammer of Judgement with push-focused items, this can be a second silly-large punt. And there's some value in pushing monsters 17,18 squares. (9,10 without an action point). So I guess you can use this as a differently flavored Sequestering Strike.</p><p></p><p><strong>==== <span style="color: purple">Astral Charge</span>(PHB2) ====</strong></p><p>Nearly no damage, but stunned for a turn, and can use on a charge. As an encounter power. But 1W? Seriously? If you take the Rogue power "Perfect Strike" you have a decent chance to stun as an encounter power and do 5W.</p><p></p><p><strong>==== <span style="color: purple">Death Stroke</span>(PHB2) ====</strong></p><p>A simple big encounter blow. 6W if you follow the directions, and the directions are not that hard to follow, but it's just damage.</p><p></p><p><strong>==== <span style="color: #0000FF">Inevitable End</span>(PHB2) ====</strong></p><p>The choice this level of the Chaser. Decent sized blow, which will hit on anything other than double-ones, that you can use a second time if it doesn't kill him (and he runs or is pushed). The double use makes it better than Death Stroke. Remember to run off after you hit the target, so that you'll get the power back.</p><p></p><p><strong>==== <span style="color: #00BFFF">Scatter to the Astral Winds</span>(PHB2)</strong></p><p><strong>====</strong></p><p>The choice of the Martyr. Teleport everyone not your target across the board, beat up your target. Watch the warlord wish he could do that. (Obviously, you'll usually want to clump them all up, for the benefit of controllers, defenders, or AoE strikers, and also obviously while it's tempting to teleport them up, that reduces the chance that you'll position them the way you want.)</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>=== Implement ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: purple">Brilliant Halo</span>(DP) ====</strong></p><p>Ranged. Basically a "run away" zone with trivial healing. Slightly less trivial when you're ''Retribution'', but only slightly.</p><p></p><p><strong>==== <span style="color: purple">Covenant of Repentance</span>(D382) ====</strong></p><p>Ranged attack that allows you to roll twice. But, get this. It does 3d8+Wis+prone+10 damage. That's it. At this level, that's lame. Ok, in theory that 10 damage is a control effect, but 10 damage controlling a 27th level monster? Please! (Prone's great against fliers. But at this level, '''everything''' flies. If you don't have ways of dealing with fliers (PP, equipment) beyond an encounter power, you're doomed.</p><p></p><p><strong>==== <span style="color: red">Hand of Silver</span>(DP) ====</strong></p><p>Melee touch. Does aweful damage but restrains. Awful damage is Awful</p><p></p><p><strong>==== <span style="color: #00BFFF">Spark of Hatred</span>(DP) ====</strong></p><p>Ranged, minor, can't target your OoE. Dominates for a turn. Unless things are positioned perfectly, don't bother forcing it to attack your OoE target like the power says. Just have it run past your party and provoke OAs. (It says "can attack only your OoE target", not "can only attack your OoE target"). </p><p>[/sblock]</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Level 29, Daily ==</strong></strong></span></p><p></p><p>The Barbarian benchmark for a pure damage power is 9W, and a power actually hits it. A lot of the Divine Power powers have great fluff, but horrible mechanics.</p><p> </p><p><span style="font-size: 12px"><strong><strong>=== Weapon ===</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #800080">Brand on the Soul</span>(D382) ====</strong></p><p>6{W} + Refocus Enmity. Woot. Or something.</p><p></p><p><strong>==== <span style="color: #0000FF">Cataclysmic Duel</span>(DP) ====</strong></p><p>7W. Note that your kicker for the rest of the encounter is a touch better than the kicker you just gave the target... but your party will still not like you much unless you never get hit. Still a nice power for the Masters of Defense.</p><p></p><p><strong>==== <span style="color: red">Final Oath</span>(PH2) ====</strong></p><p>9W. Remember that 9W is basically just 7W on top of your at-will, which is around 50 extra damage. There are lots of other things you can do that would be way more than 50 damage at this level, some of which you can do at will.</p><p></p><p>Giving the target +5 to hit you is dumb. The target needs that +5 WAY more than you do: why are you helping team monster?</p><p></p><p><strong>==== <span style="color: #800080">Impaling Summons</span>(DP) ====</strong></p><p>Reverse approach power, then get a 6W attack off. I think there are other ways you could have accomplished that with encounter powers.</p><p></p><p><strong>==== <span style="color: #0000FF">'''Merciless Nemesis'''</span>(DP) ====</strong></p><p>You know that "go duel with someone off in the corner" thing you like to do? Well, this power just made it trivial.</p><p></p><p><strong>==== <span style="color: #800080">Temple of Resolution</span>(PHB2) ====</strong></p><p>5W, and you put up a zone that does keeps minions in place, and doesn't affect anyone else meaningfully.</p><p>Also, More Dakka.</p><p>[/sblock]</p><p> <span style="font-size: 12px"><strong><strong>=== Implement ===</strong></strong></span></p><p><strong><strong>Show</strong></strong></p><p><strong>[sblock]</strong></p><p><strong>==== Aspect of Terror(PHB2) ====</strong></p><p><strong>IFF close burst 5. Pushes. Completely prevents anyone you hit from attacking you for a round or two (until they save). But they will save.</strong></p><p><strong></strong></p><p><strong><strong>==== <span style="color: red">Divide and Condemn</span>(DP) ====</strong></strong></p><p><strong>Touch. A daily power worse than Scatter to the Astral Winds, which is an encounter power. Yay.</strong></p><p><strong></strong></p><p><strong><strong>==== <span style="color: red">Eye of the Hurricane</span>(DP) ====</strong></strong></p><p><strong>IFF Close burst 3. Pull people next to you so that you don't get your oath, and then have a pure damage power that does 6W+change. Um. Yeah. Oh, you deafened them until they save... if you care. (Hint: you don't).</strong></p><p><strong></strong></p><p><strong><strong>==== Fiery Vengeance(PHB2) ====</strong></strong></p><p><strong>Close burst 3. AoE damage, heals, and gives your enemies another reason to avoid you for the rest of the encounter. A plausible Chaser power, except for the MID issues.</strong></p><p><strong></strong></p><p><strong><strong>==== March of Doom(DP) ====</strong></strong></p><p><strong>Teleport everyone near you around the target, then hit the target and knock it prone, just in case there was someone who wasn't flanking it already. Should be a nice round... but again. I think dailies should alter the battle, not just the one round.</strong></p><p><strong>[/sblock]</strong></p></blockquote><p></p>
[QUOTE="Nibelung, post: 6711967, member: 74499"] [Size=3][b][b]== Paragon Powers ==[/b][/b][/size] [Size=3][b] [b]== Level 13, Encounter ==[/b][/b][/size] Most probably take ''Crimson Stride'' for the "fetch" element. Or they look back at the other off-action attack they passed at 3rd level, and pick that up. [Size=3][b][b]=== Weapon ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=purple]Avenger's Demand[/COLOR][/b][b](DP)[/b][b] ====[/b] The pull is an effect, so when you make your attack you'll still get your rerolls, and then it pushes and knocks prone as a kicker. Remember, prone and Adjacent is roughly equivalent to immobilized, especially if you have a decent OA. [b]==== Cloud of Souls[/b][b](PHB2)[/b][b] ====[/b] Keeps enemies away from your target, but not away from you. Useful for blocking a choke point, but that's about it. [COLOR=blue]Better[/COLOR] for the Martyr, as it turns into a beautiful (half secondary stat) setup power. Shame you don't yet have anything great to follow it with. [b]==== [COLOR=#0000FF]Crimson Stride[/COLOR](DP) ====[/b] Sequestering Strike's older brother, now with approach as well. Comes with a special for every censure '''except''' pursuit. Weird. Still good for everyone. [b]==== Dervish Strike(DP) ====[/b] The visual is cool, and mechanically you get some extra control, and you give the target a free head start in case it wants to run (or you want to spend an action point to charge it) [b]==== [COLOR=blue]Light of the Avenging Sun[/COLOR](PHB2) ====[/b] Radiant damage, and your target is unlikely to hit you for a turn. That might convince it to run... [b]==== [COLOR=blue]Weaving Blades[/COLOR](DP) ====[/b] Even more accurate than normal, and one turn of "push everyone who would deny you your oath". [b]==== [COLOR=#FF0000]Whirling Blades[/COLOR](PHB2) ====[/b] A nice boring 3W if your target is feeling lonely. For a class that started with 2W encounter powers and ends up with 6W ones, it's a shame that 3W is considered a pure damage power at this level. Dervish strike also does 3W, and does more than just damage. [/sblock][Size=3][b][b]=== Implement[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=blue]Lifedrinking Covenant[/COLOR](D382) ====[/b] Range, but with rerolls. Strong encouragement for your target to stay. And damage [COLOR=#0000FF]'''for each square the target moves'''[/COLOR] is nearly immobilize. If you're either a ''Radiant One'', or if you're in a [COLOR=#00BFFF]'''push-happy party with a bloodmage'''[/COLOR], could be spectacular. [b]==== '''Sequestering Word'''(PHB2) ====[/b] You and your target go 5 away to talk, and then anyone who doesn't move away from you takes damage... but it's your ranged implement power. Otherwise it would be an automatic choice for Chasers. Instead take Crimson Stride. [b]==== [COLOR=#FF0000]'''Wages of Sin'''[/COLOR](DP) ====[/b] Ranged Implement attack that does "extra" damage still less than what you'd do if you just ran up and hit it. [/sblock] [Size=3][b][b]== Level 15, Daily[/b][b] ==[/b][/b][/size] The Barbarian Rage Strike power indicates that 6W would be a good pure-damage power at this level. Oath of the Many comes the closest at 4{W}. [Size=3][b][b]=== Weapon[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#0000FF]Aspect of Fury[/COLOR](PHB2) ====[/b] Start with a possible 3W attack, and then start a 5 point damage aura that also hits anyone who attacks you, even with reach. Chasers want. Anyone who wants a lot of DPR wants. [b]==== Bond of the Sacred Duel(PHB2) ====[/b] The initial attack is weak, but the rider isn't too bad. Think of it as nearly doubling your retribution bonus. The downside is that it might mean you stop getting a retribution bonus, but that's not a horrible fate. [b]==== [COLOR=red]Forceful Call[/COLOR](DP) ====[/b] Daily ''Come and Get It'' (but only does damage to one target, not all hit). What's a great power for a fighter is a horrible horrible avenger power. [b]==== [COLOR=#800080]Ghostly Chains[/COLOR](DP) ====[/b] You use slow/immobilize on melee threats, so you get more rounds to pick at them in perfect safety from range. This asks you to have allies adjacent to the target. Wha? [b]==== Inescapable Justice(DP) ====[/b] Free movement back to your target until it dies. Eh. Again, most monsters don't actually run without substantial incentive. [b]==== [COLOR=#800080]Oath of Divine Lightning[/COLOR](PHB2) ====[/b] The chaser who penalizes saves can do decent things with this... but there are better control options at this level. Chasers should look at ''Aspect of Fury'' instead. [b]==== [COLOR=#0000FF]Oath of the Many[/COLOR](D382) ====[/b] The biggest {W} since Living Death Strike, and until Oath of the Inevitable Blade... and it has an effect: two oathed enemies. Another way to avoid taking Refocus Enmity, but since you have to kill both of them to regain your oath power, not quite as good. [b]==== [COLOR=#0000FF]Tether of Light[/COLOR](DP) ====[/b] Sequestering strike for every hit for an encounter. Please have an intelligence modifier. [b]==== Zealous Onslaught(DP) ====[/b] Just an attack with a "Grants CA (save ends)". The kicker is a free MBA, so this is a multi-attack for Elites/Solos that don't stun. [/sblock] [Size=3][b][b]=== Implement[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#800080]Sigil of Carceri[/COLOR](PHB2) ====[/b] Ranged. Seriously annoys one artillery piece (save-ends) [b]==== [COLOR=purple]Soul Lightning[/COLOR](DP) ====[/b] Ranged. Target hurts close allies to the tune of 10 lightning per round. As a daily, that seems underwhelming simply because of the HP monsters have at this level. As a "Leave me alone" power, pretty radically inferior to ''Temple of Brilliance'' [b]==== Temple of Brilliance(DP) ====[/b] Another "guarantee you your oath" power. No one on team monster is getting within two squares of your target, because it is guaranteed to be blinded. But does basically no damage, and doesn't otherwise affect the target at all. [/sblock] [Size=3][b][b]== Level 16, Utility[/b][b] ==[/b][/b][/size] [b]Show[/b] [sblock] [b]==== Astral Cloak([COLOR=#FF0000]PHB2[/COLOR]) ====[/b] A turn of invisibility. More things for the Ninja. [b]==== [COLOR=#800080]Battle Blessing[/COLOR]([COLOR=#FF0000]DP[/COLOR]) ====[/b] Because it's an interrupt, you can use it after you know what your ally rolled. Which translates to "Trigger: Ally crits on an opportunity attack". But that's still really conditional. [b]==== [COLOR=blue]Bulwark of Defiance[/COLOR]([COLOR=#FF0000]PHB2[/COLOR]) ====[/b] Your wrath pushes you to ignore a save-end effect for a turn. Not bad as an encounter power. It will combine well with ''Superior Will'' for some things that are not save-ends, which is an added boon in LFR or other campaigns where the adventure author recognizes the inversion between the severity of "save-ends" vs. "End of Next Turn". [b]==== Pillar of Chernoggar(DP) ====[/b] Stance that slows everyone next to you. That's some control. Pair with a storm sorcerer for maximum fun, even if you stop getting your oath. [b]==== [COLOR=#0000FF]Refire the Forge[/COLOR](D385) ====[/b] When you get bloodied (or dropped) by an attack, make a free attack as an interrupt. And, oh yeah, all your attacks heal you for free. Your DM will quickly learn to drop you with Aura damage or other non-attacks, but if you can hover around bloodied you'll probably get a fair number of triggers. Your DM may decide that the trigger is "applying the damage" not "getting hit", and thus killing the monster doesn't negate taking the damage. But you'll still heal, which will usually take a lot of the sting out. If you're [COLOR=#00BFFF]'''already dead'''[/COLOR] or a minotaur it's even better, because you'll get more chances to heal from sub-zero (and thus never get around to actually falling over) [b]==== [COLOR=#0000FF]Strength in Unity[/COLOR]([COLOR=#FF0000]DP[/COLOR]) ====[/b] Once an encounter, ignore one attack. At least if you have an intelligence modifier and stay near your party. [b]==== Summons to Duty([COLOR=#FF0000]DP[/COLOR]) ====[/b] Slide an ally into a flanking position as a minor. Good for the leader minors, but a little high level for the effect. [b]==== Temple of Seclusion(DP) ====[/b] One encounter a day, get your oath every round without having to worry about it. That's great ... but at this level, I find you're fighting more large creatures, and less monster-created lines. More elites, less minions. You're typically less likely to have oath problems, so in less need of a fix for it. [b]==== Vengeful Revenant(PHB2) ====[/b] Especially for the Deva. Pop back up like the energizer-bunny powered terminator you are. But for it to be useful, you had to fail a death save, which means your leader let you have one. It's good in that it's stable, but it should be useful only in a really really rare situation. [b]==== [COLOR=#800080]Winds of the Astral Sea[/COLOR]([COLOR=#FF0000]PHB2[/COLOR]) ====[/b] For a 16th level encounter power, that's an awfully short teleport. [/sblock] [Size=3][b][b]== Level 17, Encounter[/b][b] ==[/b][/b][/size] [Size=3][b][b]=== Weapon[/b][b] ===[/b][/b][/size] Most should take ''Vengeful Parry'' or ''Soulforge Hammering''. Off-action attacks or multi-attacks are how you win in this edition as a striker. If you're low on Phasing, look at Wrathful Charge. [b]Show[/b] [sblock] [b]==== [COLOR=#FF0000]'''Accept no Defeat'''[/COLOR](DP) ====[/b] Basically, it's a 3W pure damage power with a really weird miss clause. Take something more interesting. [b]==== Haunting Step(D382) ====[/b] It's an good range power that (for Unity) can teleport you instead. A 3{W} approach power isn't bad, but this level has better. [b]==== [COLOR=purple]Lethal [/COLOR][COLOR=blue]Intercession[/COLOR](DP) ====[/b] I don't know how often you draw OAs, but I'd guess that only ''Polearm Gamble'' avengers take enough to consider this power. (The language isn't well defined, but your DM knows what they mean). At which point, it gives a small attack debuff. Er, woo? Better for PMC stunts that get a defender aura, or ''Tactical Warpriest''s, because then you're using the -2 to try and force a miss. But then the poor wording comes into play. [b]==== [COLOR=purple]Punishing Blow[/COLOR](DP) ====[/b] I honestly have no idea what this is supposed to do. Each enemy adjacent to the target counts as your Oath Target? So I guess that means you can hit them with ''Painful Oath'' bonus damage, but you still only get rerolls based on being next to only one creature, so you won't get oath rolls here. [b]==== Ready the Final Blow(PHB2) ====[/b] A setup power for the Chasers. You stick your victim in place, and get a "Dear God" bonus to hit him with your next attack roll. Or if you have a leader, you could use ''Soulforge Hammering'' to kill him this round, and do something else next. [b]==== [COLOR=#00BFFF]Soulforge Hammering[/COLOR](D385) ====[/b] An explicit multiattack, designed to favor "real" avengers over crit-fishers. 3 attacks over two rounds, using your minor action, and all your attacks gain an off stat to damage. This is your Nova spike of choice. [b]==== Spectral Charge(PHB2) ====[/b] Charge, and take half damage from any attacks you soak up on the way in, and for the next turn. ''Wrathful Charge'' is more offensive, this is more defensive. [b]==== [COLOR=#00BFFF]'''Vengeful Parry'''[/COLOR](DP) ====[/b] Immediate Interrupt, with a trigger almost guaranteed to happen. Sold. Oh, also... it moves the target and can keep you from being hit at all. (Take the shift after your counterattack but choose not to slide the target) [b]==== [COLOR=#00BFFF]Warding Blade[/COLOR](PHB2) ====[/b] First you clear the space around your target, and then you punish any enemies that come back (or if you have reach, attack you from outside). And if you're Martyr, you Will hit with those opportunity attacks. [b]==== [COLOR=#0000FF]Wrathful Charge[/COLOR](DP) ====[/b] Charge through walls and enemies, collecting damage bonuses for each enemy that attempts to attack you. And if you're retributive, you get silly bonuses even if your missed. (Um, once for each time you're missed on the way in, and twice for each time you're hit. Wow, that could do a lot of damage). Unfortunately, the power's damage bonus only applies to the power... but your censure bonus will stick around for another round. Safety Tip: Incompatible with ''Badge of the Berserker''. Lesser will still work, partially. [/sblock] [Size=3][b][b]=== Implement[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b][b]==== [COLOR=blue]Astral Fury[/COLOR](PHB2) ===[/b][/b] Melee Touch. One or Two (??) targets get teleported and immobolized. Vs. melee brutes, this is basically an encounter stun. vs. Artillery, it's useless. [b]==== [COLOR=purple]Chains of Letherna[/COLOR](D380) ===[/b] Ranged. Low damage+Immobilize, and a "don't get near the target" effect that's so little damage only minions will notice. Bah. [/sblock] [Size=3][b][b]== Level 19, Daily[/b][b] ==[/b][/b][/size] The Barbarian Rage Strike power indicates that 7W would be a good pure-damage power at this level. The best here is 5. Controllers get their upgrade to Glaring Admonition, but for everyone else this is not a great level... Blade of the Astral Hosts could work well as a big round for a Martyr... [Size=3][b][b]=== Weapon[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b][b]==== [COLOR=#0000FF]Blade of Astral Hosts[/COLOR](DP) ====[/b][/b] Try and make sure your oath target is in the first burst, so that it works as a multi-attack power. But it's a daily pure damage power, which I'm not a big fan of. It's still probably the highest damage power you have without multiclassing or using cheesy readings. [b]==== [COLOR=#800080]Bonded by Blood[/COLOR](DP) ====[/b] This level's "Chase after your target until it dies" power. [b]==== [COLOR=#800080]Flame Unquenchable[/COLOR](DP) ====[/b] Good: 3W and applies a penalty to your targets saves against ongoing damage. Bad: The penalty is ridiculously conditional. [b]==== [COLOR=blue]Leprous Wound[/COLOR](D380) ====[/b] This is a power that is optimizable to something silly via a cheesy reading, and BB tricks. But since you're almost level 21, ''Radiant One'' is right there. If you're not a ''Radiant One'' and also think that the obvious reading is that the 10 extra damage are considered to be part of the triggering attack: meh. You'll still hit the target with around 50-90 extra damage, depending on your party. That's still pretty good. [b]==== [COLOR=#800080]Oath of the Inevitable Blade[/COLOR](PHB2) ====[/b] Finally, a 5W. The miss effect is weak, but you used it after one of your setup powers, right? So how can you miss? (Shoulda been 7W and Reliable) [b]==== [COLOR=#800080]Stroke of Doom[/COLOR](DP) ====[/b] Its a weapon vs. NAD attack to pull the target, so it's fairly accurate even at range. But the followup is just a 5{W} attack. Yawn. [b]==== Temple of Respite(PHB2) ====[/b] A nice defender/controller power. Your defenses to up, you are surrounded by difficult terrain. But not that much damage, and you're not usually a defender. Also, needs more dakka. Remember it doesn't move with you, so make sure you use it at a choke-point. [b]==== [COLOR=#0000FF]Vengeful Recovery[/COLOR](PHB2) ====[/b] If you hit, the kicker is free healing. If you miss you still heal, you just have to spend a surge. And it dazes too, always. But since you're not an Orbizard, save-ends conditions other than stunned are overrated. Also, needs more dakka. [/sblock][Size=3][b][b]=== Implement[/b][b] ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=red]Aspect of Awe[/COLOR](PHB2) ====[/b] Close Burst, one target. Lame damage and a save-ends pull effect. Um, why? [b]==== [COLOR=#0000FF]Radiant Beckoning[/COLOR](D382) ====[/b] The upgrade for Glaring Admonition. Still a power-tax (which is more expensive than a feat tax). The effect on your target is completely useless, (5d8+pull 5). But it's got the "use ranged attacks like you're supposed to" effect that should have been a feat. [/sblock] [Size=3][b][b]== Epic Powers ==[/b][/b][/size] [Size=3][b] [/b][/size] [Size=3][b][b]== Level 22, Utility ==[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=blue]Ghostly Vengeance[/COLOR](PHB2,Daily) ====[/b] Until the end of the encounter, WALK THROUGH WALLS. And something else not unimportant, but you had me at walk through walls. [b]==== Indomitable Resolve(PHB2,Daily) ====[/b] Once per day, don't die, as an immediate interrupt. Almost always worse than Raven Wings, which gives you the ability to reposition yourself and heal in addition to not getting dropped. [b]==== [COLOR=#0000FF]Raven Wings[/COLOR](D380,Daily) ====[/b] Once per day, don't die, as a no action. The teleport is of limited utility, but the "no action" part is really handy. Still probably not the best choice at this level. [b]==== [COLOR=#0000FF]Refuge of Piety[/COLOR](DP,Encounter) ====[/b] Once an encounter, save against everything and get some free shifting too. The only problem is that it's an move action, so you can't use it if Stunned, and may not want to if dazed. [b]==== [COLOR=#0000FF]Oath of the Final Strike[/COLOR](PHB2,Daily) ====[/b] Once per day, put off dying for a round, and be completely immune to damage for that round. Nice, but I'd rather walk through walls. [b]==== [COLOR=#0000FF]Seeker's Step[/COLOR](DP,Daily) ====[/b] Hopefully there will be enough squares next to your OoE target that you can teleport to one where your other attacker can't hit you. Does use your stance slot, which has become increasingly valuable. [b]==== [COLOR=#0000FF]Shield of Providence[/COLOR](DP,Encounter) ====[/b] Take half damage from attacks, turned out ontside of your turn, and charge up your next attack. Good for the Martyr. [b]==== Twin Step(PHB2,Encounter) ====[/b] I prefer my utilities to be something other than dailies, and it provides really good mobility. But I still can't justify this over any of the above. [/sblock] [Size=3][b][b]== Level 23, Encounter ==[/b][/b][/size] Most of these do around 4W. [Size=3][b][b]=== Weapon ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#0000FF]Bond of Justice[/COLOR](DP) ====[/b] 4W, and if you run away from your oath target after the attack, teleport+TH bonus+damage. Effective, if difficult to RP. [b]==== Chains of Fate(PHB2) ====[/b] More "target shares damage you take" Martyr powers. If you're looking for a "survive being surrounded", you want phase duel. This will be a bit more offensive... but really I think you want Phase Duel. [b]==== [COLOR=#0000FF]Fearsome Fury[/COLOR](DP) ====[/b] One round completely neuter something your party has surrounded. Completely. And does decent damage. [b]==== [COLOR=#00BFFF]Phase Duel[/COLOR](PHB2) ====[/b] You take your target elsewhere to do battle for a turn. Your target has line of effect/sight to nothing but you, and since you're a martyr, you've guaranteed it won't hit you either. No one can hit you, your target can hit no one. Yeah, that's actually good. [b]==== Sacred Arena(D382) ====[/b] Divine Rage, the 4{W} attack version, with more teleporting. But since you have to teleport the poor targets into safe(ish) squares, kinda lame in its way. I'd go for one of the cooler powers, and at this level there are several. [b]==== Threatening Strike(DP) ====[/b] 3[W]+immobilized vs. Fort. Woo? If the 2nd attack triggered, it might be nice; but it won't. The only real use it has is for a Martyr who's about to unleash an MBA storm somehow: the kicker's a nice buff. But as a standard action, that's still pretty expensive. [b]==== [COLOR=#0000FF]Vengeful Apparition[/COLOR](DP) ====[/b] Punt your target a silly distance, with very high accuracy. Also, more flying through walls as an encounter power. This time chasers have a silly high fly speed. [b]==== [COLOR=#800080]Victory Hymn[/COLOR](DP) ====[/b] If you need to spend a surge and make a save, you either need to get suspiciously lucky, or you need to make the attack against someone who's not your OoE target. At least it's an effect... [/sblock] [Size=3][b][b]=== Implement ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#800080]Avenger's Shield[/COLOR](PHB2) ====[/b] Ranged. Hit them with this, then move in without fear of them attacking you. Except if you're willing to move in, why are you taking level 23 implement powers? [b]==== [COLOR=purple]Excoriating Challenge[/COLOR](DP) ====[/b] Ranged AoE power. Pushes or pulls, only damages your Oath taret. Might be worthwhile if you think you're a warlock, and have the full teleport-enhancer package, but I tend to doubt it. [/sblock] [Size=3][b][b]== Level 25, Daily ==[/b][/b][/size] The Barbarian benchmark is for pure damage powers is 8W. Some of these come close. Controllers take Executioner's Justice. Chasers probably take Mantle of the Astral Champion, but I expect everyone to have an assortment of phasing powers at this point, so it might be overkill. I'm not sure what everyone takes. [Size=3][b][b]=== Weapon ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== Aspect of Death(PHB2) ====[/b] In theory this power convinces the subject to run away from you... but in practice 10 damage (save-ends) isn't enough damage to force compliance. But 6W is respectable. For 10 damage, it should just been until the end of the encounter. [b]==== [COLOR=#0000FF]Executioner's Justice[/COLOR](PHB2) ====[/b] Dazed, to stunned, to have some psychic damage while you're stunned. Hm, how much Orb-izard magic can we get going on here? [b]==== [COLOR=blue]Mantle of the Astral Champion[/COLOR](DP) ====[/b] Fly through walls for the encounter. And is also an attack. [b]==== [COLOR=red]Sigil of Damnation[/COLOR](PHB2) ====[/b] Make your encounter powers do half damage on a miss. Um, the point of the avenger is to not miss. [b]==== [COLOR=red]Wings of Pursuit[/COLOR](D382) ====[/b] Move + Attack, the daily power version. 5{W} isn't horrible, and the kicker is basically "fly speed if your target runs", but since targets generally don't run, and you don't get the fly speed if you can't reach it... Mantle of the Astral Champion is almost strictly better. [/sblock] [Size=3][b][b]=== Implement ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=purple]Amber Prisons[/COLOR](DP) ====[/b] Touch attack. At this level, immobilized is marginal for a save-ends daily effect, and monsters know to avoid fireball formation as well, so won't be slid and immobilized because they won't be adjacent to your targe. [b]==== Bond of Destiny(PHB2) ====[/b] Ranged implement power. Gives you the ability to run after people. The key ability here is no line of sight requirement. Translation: Infinite Range and/or ignore hidden. [b]==== Drawn by Fate(DP) ====[/b] Ranged, but with a weapon 2ndary attack. Standard, this. Move far far away. Minor, teleport the target back next to you (wherever you are) way away from it's support. Free, during the target's turn: curse when it makes it's saving throw and you can't keep it locked down anymore. [b]==== [COLOR=green]Thunderhead Smite[/COLOR](DP) ====[/b] Pretend it says "Requirement: no enemy can be adjacent to you", and is colored green. Doesn't do that much (Close burst 3 push power that does no damage)... but is colored green. [/sblock] [Size=3][b][b]== Level 27, Encounter ==[/b][/b][/size] The choice powers here are Scatter to the Astral Winds, and Spark of Hatred. Fishermen take Hurricane of Blows via Eternal Seeker, of course. Chasers take Inevitable End, but are a bit bitter about it. [Size=3][b][b]=== Weapon ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#800080]Anvil of Faith[/COLOR](DP) ====[/b] Push 5 at the most, and do 3W. Why? Well, if you're a Hammer of Judgement with push-focused items, this can be a second silly-large punt. And there's some value in pushing monsters 17,18 squares. (9,10 without an action point). So I guess you can use this as a differently flavored Sequestering Strike. [b]==== [COLOR=purple]Astral Charge[/COLOR](PHB2) ====[/b] Nearly no damage, but stunned for a turn, and can use on a charge. As an encounter power. But 1W? Seriously? If you take the Rogue power "Perfect Strike" you have a decent chance to stun as an encounter power and do 5W. [b]==== [COLOR=purple]Death Stroke[/COLOR](PHB2) ====[/b] A simple big encounter blow. 6W if you follow the directions, and the directions are not that hard to follow, but it's just damage. [b]==== [COLOR=#0000FF]Inevitable End[/COLOR](PHB2) ====[/b] The choice this level of the Chaser. Decent sized blow, which will hit on anything other than double-ones, that you can use a second time if it doesn't kill him (and he runs or is pushed). The double use makes it better than Death Stroke. Remember to run off after you hit the target, so that you'll get the power back. [b]==== [COLOR=#00BFFF]Scatter to the Astral Winds[/COLOR](PHB2)[/b] [b]====[/b] The choice of the Martyr. Teleport everyone not your target across the board, beat up your target. Watch the warlord wish he could do that. (Obviously, you'll usually want to clump them all up, for the benefit of controllers, defenders, or AoE strikers, and also obviously while it's tempting to teleport them up, that reduces the chance that you'll position them the way you want.) [/sblock] [Size=3][b][b]=== Implement ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=purple]Brilliant Halo[/COLOR](DP) ====[/b] Ranged. Basically a "run away" zone with trivial healing. Slightly less trivial when you're ''Retribution'', but only slightly. [b]==== [COLOR=purple]Covenant of Repentance[/COLOR](D382) ====[/b] Ranged attack that allows you to roll twice. But, get this. It does 3d8+Wis+prone+10 damage. That's it. At this level, that's lame. Ok, in theory that 10 damage is a control effect, but 10 damage controlling a 27th level monster? Please! (Prone's great against fliers. But at this level, '''everything''' flies. If you don't have ways of dealing with fliers (PP, equipment) beyond an encounter power, you're doomed. [b]==== [COLOR=red]Hand of Silver[/COLOR](DP) ====[/b] Melee touch. Does aweful damage but restrains. Awful damage is Awful [b]==== [COLOR=#00BFFF]Spark of Hatred[/COLOR](DP) ====[/b] Ranged, minor, can't target your OoE. Dominates for a turn. Unless things are positioned perfectly, don't bother forcing it to attack your OoE target like the power says. Just have it run past your party and provoke OAs. (It says "can attack only your OoE target", not "can only attack your OoE target"). [/sblock] [Size=3][b][b]== Level 29, Daily ==[/b][/b][/size] The Barbarian benchmark for a pure damage power is 9W, and a power actually hits it. A lot of the Divine Power powers have great fluff, but horrible mechanics. [Size=3][b][b]=== Weapon ===[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#800080]Brand on the Soul[/COLOR](D382) ====[/b] 6{W} + Refocus Enmity. Woot. Or something. [b]==== [COLOR=#0000FF]Cataclysmic Duel[/COLOR](DP) ====[/b] 7W. Note that your kicker for the rest of the encounter is a touch better than the kicker you just gave the target... but your party will still not like you much unless you never get hit. Still a nice power for the Masters of Defense. [b]==== [COLOR=red]Final Oath[/COLOR](PH2) ====[/b] 9W. Remember that 9W is basically just 7W on top of your at-will, which is around 50 extra damage. There are lots of other things you can do that would be way more than 50 damage at this level, some of which you can do at will. Giving the target +5 to hit you is dumb. The target needs that +5 WAY more than you do: why are you helping team monster? [b]==== [COLOR=#800080]Impaling Summons[/COLOR](DP) ====[/b] Reverse approach power, then get a 6W attack off. I think there are other ways you could have accomplished that with encounter powers. [b]==== [COLOR=#0000FF]'''Merciless Nemesis'''[/COLOR](DP) ====[/b] You know that "go duel with someone off in the corner" thing you like to do? Well, this power just made it trivial. [b]==== [COLOR=#800080]Temple of Resolution[/COLOR](PHB2) ====[/b] 5W, and you put up a zone that does keeps minions in place, and doesn't affect anyone else meaningfully. Also, More Dakka. [/sblock] [Size=3][b][b]=== Implement ===[/b][/b][/size] [b][b]Show[/b] [sblock] ==== Aspect of Terror(PHB2) ==== IFF close burst 5. Pushes. Completely prevents anyone you hit from attacking you for a round or two (until they save). But they will save. [b]==== [COLOR=red]Divide and Condemn[/COLOR](DP) ====[/b] Touch. A daily power worse than Scatter to the Astral Winds, which is an encounter power. Yay. [b]==== [COLOR=red]Eye of the Hurricane[/COLOR](DP) ====[/b] IFF Close burst 3. Pull people next to you so that you don't get your oath, and then have a pure damage power that does 6W+change. Um. Yeah. Oh, you deafened them until they save... if you care. (Hint: you don't). [b]==== Fiery Vengeance(PHB2) ====[/b] Close burst 3. AoE damage, heals, and gives your enemies another reason to avoid you for the rest of the encounter. A plausible Chaser power, except for the MID issues. [b]==== March of Doom(DP) ====[/b] Teleport everyone near you around the target, then hit the target and knock it prone, just in case there was someone who wasn't flanking it already. Should be a nice round... but again. I think dailies should alter the battle, not just the one round. [/sblock][/b] [/QUOTE]
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