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Righteous Wrath: The Avenger's Handbook (wiki)
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<blockquote data-quote="Nibelung" data-source="post: 6711971" data-attributes="member: 74499"><p><span style="font-size: 12px"><strong><strong>== Paragon Paths ==</strong></strong></span></p><p></p><p>Paragon paths tend to be built based on two criteria. Most paths will be based on one of the following two, but not both.</p><p># Furthering your ability to fill a specific role</p><p># Making your character look cool.</p><p></p><p>Since I have no idea what you consider to be cool, I'm going to focus on what they do mechanically. Since the Avenger is a striker, I'm going to put on the Striker lens when I evaluate paragon paths. If a path makes a decent leader, for example, I may point that out, but it's rating will suffer about one grade unless it also makes a decent striker.</p><p></p><p>The Avenger paths range from <span style="color: #FF0000">'''bad'''</span> to <span style="color: #0000FF">'''great'''</span>, but only pursuit gets a great option. There is also one diety-specific paragon paths (Amaunator) that make it there, and if you're willing to multiclass, you've got many more great choices.</p><p></p><p>If you want a pure Avenger PP, and are limited to published books (and you're taken the Censure of Pursuit), then look at Ardent Champion. Also be sure to check out your racial PP (or any racial PP you qualify for, for the Revenants or Half-Elves among you). Some of them don't suck. Traveler's Harlequin (D382) can also work decently, although the features are a bit weak.</p><p></p><p>The short lists for the various builds are over in the Archetype section. Contrary to popular opinion, and perhaps the overall tone of this guide, the second tier choices are usually quite competitive with the top-tier choices, so don't worry about it too much if you find a path you like the flavor of. But be wary of any Purple paths... some paths really are as bad as I claim.</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Avenger PPs ==</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== Agent of the Unbroken Circle(D387) ====</strong></p><p>This is a +Leader PP. Insight is a good skill you're great at, so getting free training in that isn't worthless, like the training in Streetwise is. The combat focus of the PP is handing out saving throws or helping saving throws, but since the main trigger isn't predictable, it's less useful than it would seem. The powers do have enough Dakka, for a change, but the kickers are weak. If you have access to ''Dice of Auspicious Fortune'', then the 16th level feature gets better because of the increase odds you'll be able to use it when you need it, but that still means you're holding a known crit until after the party got dominated in some weird attempt to save the day.</p><p></p><p><strong>==== <span style="color: #00BFFF">'''Ardent Champion'''</span>(DP) ====</strong></p><p>This is a +striker PP, and it's good.</p><p></p><p>The first +striker feature is the crit special, which should add around 3% to your crit rate (Note <a href="http://wizards.custhelp.com/app/answers/detail/a_id/1795" target="_blank">the FAQ</a>/errata: your double rolls still need to hit). The best part about this feature is that it stacks with any other way you have of increasing your critical range. It also works out surprisingly well with ''Sage of Ages'', even though the stats don't fit.</p><p></p><p>The second +striker feature is the level 16 feature: free MBA on a crit. That rocks, actually, and basically requires you to get an expanded crit range through some mechanism (the feat in Dragon 382 is probably your best bet). It also means you don't need a ''Rending Axe'' (assuming your DM treats ''Rending'' as a free action, thus making the free attack/turn limit apply), and can go look for ''Bloodiron'' instead.</p><p></p><p>If you have any multiattacks or a good assortment of minor-action attacks, the u12d will make the encounter. The other powers don't suck, which leaves the PP looking pretty good in the final analysis.</p><p></p><p><strong>==== <span style="color: #800080">'''Dervish of Dawn'''</span>(DP) ====</strong></p><p>This is intended for a Martyr, and I don't just mean "Censure of Retribution", I mean a Martyr. The u12d turns everyone into a hit-point pinata, should your leader get sick of healing you. The AP feature gives you bonus saves, for when you got hit by something nasty.</p><p></p><p>But really, Dreadnought is probably better, even though it's a fighter PP with powers you can't quite use.</p><p></p><p><strong>==== <span style="color: #800080">'''Dread Imperator'''</span>(DP) ====</strong></p><p>This is for the Unitarians, and the features reflect that. If you do all fight in a nice scrum, come Epic the level 16 feature will give you few attacks each combat, but it could also just end up being a "Win More" feature, if the ally who crits finishes off the target.</p><p></p><p>The u12d power gives allies a small boost if you're highly accurate, but the boost is almost too small to track. The daily has an awfully short duration.</p><p></p><p>All in all, this is a nice level 16 feature looking for a Paragon Path to go with it.</p><p></p><p><strong>==== <span style="color: #0000FF">Favored Soul</span>(DP) ====</strong></p><p></p><p>This is a class "make your character look cool" paragon path, but it doesn't suck. Because this paragon path gives you <span style="color: #00BFFF">'''honest flight'''</span> as it's level 16 feature. Not "as a move action", not "until the end of your turn", but honest flight. This makes it pretty good for Chasers, just because it gives you a better way to follow, and monsters that can't attack you are more likely to move away.</p><p></p><p>There are no references to a secondary stat, so should you go ahead and buy an 18 starting Wisdom (pre-racial), this PP may look better than some others.</p><p></p><p>Now, if you take ''Distant Vengeance'', and spend most fights hovering out of the fray and throwing daggers, you'll have an incredibly boring <span style="color: #00BFFF">'''I win'''</span> button, and you can expect to get mobbed by flying brutes in the next combat. But you will win a few combats first.</p><p></p><p><strong>==== <span style="color: #0000FF">'''Hammer of Judgment'''</span>(PHB2) ====</strong></p><p></p><p>This is really a very focused +controller PP. In particular, it turns push effects into harder forms of control. However, if you're not into pushing people, it's not worth looking at. Note, Unitarians have a slightly higher number of pushing powers than other censures.</p><p></p><p>Using the encounter power or daily power on an action point will just do a silly amount of pushing (Close Burst 3, push (3|5)+2*Int_mod) giving you a second option to Divine Rage. There really ought to be some dangerous terrain somewhere within 15-21 squares, and there's a Combo with Thunderwave Staff that makes for a big AoE.</p><p></p><p>The u12e is good for the Martyrs (although it duplicates a couple of class utility powers... but you can never have too many).</p><p></p><p><strong>==== '''Oathsworn'''(PHB2) ====</strong></p><p></p><p>This is a leaderish +striker PP. The defining feature is probably the u12d, which gives your entire party your reroll mechanic for a turn. If you have some rangers in your party, it's going to be a spectacularly good turn.</p><p></p><p>But the rest of it isn't anywhere near as good, and the utility power is only good for one round per day.</p><p></p><p>Watch out for the "drop a target, spend a surge" feature. Strikers have a habit of running out of surges, so this really doesn't help you long term. Prefer damage mitigation/avoidance to having more abilities to spend surges.</p><p></p><p><strong>==== <span style="color: #800080">Relentless Slayer</span>(DP) ====</strong></p><p>All in all, a rather bad PP with a '''<span style="color: #00BFFF">great</span>''' level 20 daily power. (A better quicksilver stance wasn't good enough, they had to add 3W on to the front of it?) If you can figure out a way to take a better PP, but poach that power, do so (Traveler's Harlequin(D382)). The 12 level utility power '''might''' work if you shift as part of your hit (Overwhelming Strike), but otherwise is non-functional.</p><p></p><p><strong>==== '''Serene Initiate'''(DP) ====</strong></p><p></p><p>This is a +striker PP that should mostly work, except that it's optimizing the idle loop.</p><p></p><p>Damage on a Miss is like your dual roll: it has an unexpectedly large effect on DPR. Except you shouldn't miss much. So the biggest change is going to be that Power Attack now makes more sense (huh). Scimitar Dance may be tempting, but in general the oath will keep your hit rate up, so just grab a Fullblade/Executioner's Axe like everyone else.</p><p></p><p>Warning: the d20 can be completely wasted, so make sure you've spent all encounter attack powers before you use it so that it's at least reliable.</p><p></p><p><strong>==== <span style="color: #800080">Unveiled Visage</span>(PHB2) ====</strong></p><p></p><p>This is a +striker PP that focuses on mobility. The only problem is that Avengers already have a TON of mobility. This one gives some flight (but teleporting is better, because it's not enough flight, except for the daily power).</p><p></p><p>The attack powers are ... questionable, because neither is a melee power, and so you don't get your oath rerolls. All in all, if you want flight take Favored Soul. If you want ''Radiant Goodness'', take ''Morninglord''. Don't take this.</p><p></p><p><strong>==== <span style="color: #800080">'''Watcher of Vengeance'''</span>(D377) ====</strong></p><p></p><p>This PP is a little confused. On analysis, it seems to be focused on Ninjas. The e11 doesn't unstealth you... the first 11th level feature is a defender feature, but nothing else in the PP is. The d20 is a nice sized immediate interrupt, as a reliable daily.</p><p></p><p>If you know what you want to do, I doubt this PP will help you do it.</p><p></p><p><strong>==== <span style="color: #800080">'''Watchful Shepherd'''</span>(DP) ====</strong></p><p></p><p>This is a bit of a +leader PP (gives out some healing) and a bit of a +Defender PP (self healing, and a "don't attack my friends" encounter power. The u12d is a encounter long +1 to hit, which is quite nice, but that's about the only nice part here.</p><p></p><p>The main thing of note is that the attack powers are all melee touch implement powers.</p><p></p><p><strong>==== <span style="color: #FF0000">Weapon of Fortune</span>(DP) ====</strong></p><p></p><p>Too many ways to hurt yourself, not enough ways to stack the deck. Signs of Favor certainly ought to work out in your favor, but that's the only one that seems to be a decent risk.</p><p></p><p><strong>==== <span style="color: #0000FF">Zealous Assassin</span>(PHB2) ====</strong></p><p>Ignore the nominal +striker feature. It's <span style="color: #800080">'''weak sauce'''</span>. (+1d6, with two conditions. Wha?). No, the real +striker feature is the level 16 one... which says "use surprising charge for every charge" (although that does mean you have to use a spear. Which will be targeting Reflex. Not exactly horrible)</p><p></p><p>Pixies, of course, <span style="color: red">'''avoid this'''</span> because they have the f16 as a racial heroic-tier feat.</p><p></p><p>If you are '''not a chaser, then it's not as good''' Good for some Ninjas, but not anywhere near as good as ''Thuranni Shadow Killer'' or ''Darkstrider''.</p><p></p><p>The class also offers a large number of ways to get combat advantage, which again helps the pure avenger less than others. But reasonably damaging powers are nice.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Divine PPs ==</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>==== <span style="color: #800080">'''Exorcist of the Silver Flame'''</span>(EPG) ====</strong></p><p>You do have a lot of Radiant Powers to go with the 16th level feature, but that's about all this has going for it. This is for Laser Clerics, not you.</p><p></p><p><strong>==== <span style="color: #0000FF">'''Fortune Blessed'''</span>(D384,Avandra) ====</strong></p><p>Rolling more means more 1s, more 20s, and more 18s and 19s. Only the daily is a ranged implement attack, and the utility is incredibly good, actually. I don't see any specific tricks, but it's a good solid PP.</p><p></p><p><strong>==== <span style="color: #00BFFF">'''Morninglord'''</span>(FRPG,Amaunator) ====</strong></p><p>The key here is a different trick for lightsaber wielders: the 16th level feature adds 10 static damage, basically. You also get to crit on an 18+ on action points, and a bit more.</p><p></p><p>The utility power and the 11th level feature are good enough to turn something else into your dump stat, but I can't see you having a real charisma to really milk it. The attack powers will want a holy symbol, but the nice synergy of ''Pure Glow'' with the level 16 feature is an Effect line.</p><p></p><p><strong>==== <span style="color: #0000FF">Soulforged</span>(D385,Moradin) ====</strong></p><p>Everything you wield is a lightsaber. Of course, ''Painful Oath'' already did that. Has a great AP feature (recharge ''Fury's Advance'' or ''Relentless Stride''?) Has a good defensive u12e. Has a great d20. The 16th level feature is nice (two rounds at +1d10 damage, no matter the size of your opponent). The Stun part won't ever happen (you have to crit during your Channel Divinity power) but it will be godly when it does.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong><strong>== Multiclass Paragon Paths ==</strong></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]<span style="font-size: 12px"><strong><strong>== Artificer ==</strong></strong></span></p><p><strong><strong>==== Battle <span style="color: #0000FF">Engineer</span>(EPG) ====</strong></strong></p><p>From a +striker view, the draws are the AP feature (+1 to hit for two rounds, to the class that needs it least, but still not something you'd ignore, and +1d6 damage for the same period), and the daily utility power. The rest is either meh or doesn't function for you. That's ... black, all in all.</p><p></p><p>The blue comes in from the +Leader possibilities. If your party has a lot of multiattackers, the e11 power is <span style="color: #00BFFF">crazy-awesome</span>, especially as an opener. Expect your DM to double encounter XP budgets, as your party goes nuts for the first round of every battle and slaughters everything in sight. But if you're the party's designated striker, look somewhere else.</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Assassin ==</strong></strong></span></p><p>(Hybrid executioner is interesting...)</p><p></p><p><strong>==== Covenant Agent(D386,Assassin) ====</strong></p><p>The powers actually have reasonable amounts of Dakka, for a shocking change... but don't have much else. The AP feature is nice, if not earth-shattering. ''Precision Gait'' is a decent utility. But the 16th level feature will very rarely be relevant, and while the 20th level power allows you to leave your lightsaber at home, that's only one encounter a day. The real gem is ''Shadow of the Gods'', but I don't think it's good enough to rescue save-ends powers.</p><p></p><p>Hybrid Assassin|Avengers like the fact that the PP powers qualify for both striker features. But I really don't think that rescues it. And this handbook is for pure Avengers anyway.</p><p> </p><p><span style="font-size: 12px"><strong><strong>== <span style="color: blue">Cleric</span> ==</strong></strong></span></p><p>Cleric draws include ''Radiant Advantage'', and cheesing BattleCleric's Lore out of the ''Divine Healer'' feat.</p><p></p><p><strong>==== <span style="color: #0000FF">Divine Oracle</span>(Cleric,PHB) ====</strong></p><p>For followers of Tempus only. ''Prophecy of Doom'' + post-errata ''Righteous Rage of Tempus'' + a move action + a big {W} attack + Crit Optimization = OMGWTFBBQ. Not really as much damage as your optimized crit fisher puts out, but all in one attack. I've seen this combo do 185 damage in a single attack in real play at level 14.</p><p></p><p>Rolling twice for initiative is also incredibly good.</p><p></p><p>Terrifying Insight won't ever trigger on your melee powers (because they don't target will), but it does open up ranged powers, as long as they target will.</p><p></p><p><strong>==== <span style="color: blue">Paragon of Victory</span>(D400) ====</strong></p><p>A nice solid PP, assuming your DM doesn't add the words "That you know" to the e11 or you're a half-elf. It won't power you up to silly levels, but it also will provide lots of support in more subtle ways. Off-action attacks rock, and the e11, d20, and f16 all give you one. The AP feature is "more dakka for 2 turns". The f11 can break up formations to help you select your next target. Only the u12 completely lacks any striker focus.</p><p></p><p><strong>==== <span style="color: #0000FF">Tactical Warpriest</span>(PHB) ====</strong></p><p>A real mark, A feature and a utility power that trigger off of natural dice rolls, and a Wis based weapon power that targets non-AC defenses (if you roll enough, you'll crit even without any enhancers). And then add in the same Nova-on-AP feature the Pit Fighter has. The AC boost will usually be wasted, but the real mark helps you fulfill your defender secondary.</p><p> </p><p><span style="font-size: 12px"><strong><strong>== <span style="color: blue">Druid</span> ==</strong></strong></span></p><p>You're a Lycan here for ''Blood Moon Stalker'', and may consider power swapping for an EoE buff power, but that's just about it.</p><p></p><p>(Feat notes: ''Stampede'', ''Enranged Boar Form'', ''Scuttling Crawler Form'', ''Hunting Wolf Form'', ''Stalking Panther Form'')</p><p><strong>==== <span style="color: purple">Blight Beast</span>(D373) ====</strong></p><p>The f16 gives Necrotic vulnerability, which has the usual abusability aspects, tempered by the detail that doing extra necrotic instances is harder than extra radiant or fire instances. And the f11 only works on ''Beast Form'' powers, of which you really won't have any.</p><p></p><p>While the attack powers are both implement powers, they do have the good grace to be melee touch ones.</p><p></p><p><strong>==== <span style="color: #00BFFF">Blood Moon Stalker</span>(PHB2,Wild Shape) ====</strong></p><p>For Lycans (people with the werewolf/wererat/werebear themes), the f16 translates to "crit on 19+ for forever", which is pretty awesome. The AP feature is "Free MBA when you AP", which is pretty awesome. The f11 allows you to consider 2nd-wind boosters. The two attack powers are pretty useless though.</p><p></p><p><strong>==== <span style="color: blue">Coiled Serpent</span>(PP) ====</strong></p><p>Your f16 (again, assuming Lycans) is +2d6 static. As usual with Druid PPs, the power isn't that interesting.</p><p></p><p><strong>== <span style="color: #00BFFF">Fighter</span> ==</strong></p><p>Fighter draws include ''Battle Awareness'' as a lovely off-action attack, ''Battlefury Stance'' for +static for the multiattackers, ''Impaling Spear'' for increased accuracy for the Chasers/Chargers, ''Slashing Storm'' for more DPRz in Epic. and a lovely selection of paragon paths.</p><p></p><p><strong>==== <span style="color: #00BFFF">Blood-Crazed Berserker</span>(Fighter,BoVD) ====</strong></p><p>The key draw here is the f16 (expanded crit range while bloodied), and the d20(free attacks unless your oath target flees? Uber). This is a great +Striker PP, again given to fighters. The downside is simply that you have to be evil, it's from the BoVD, and your DM won't let you have it.</p><p></p><p><strong>==== <span style="color: #0000FF">Draeven Marauder</span>(Fighter,D365) ====</strong></p><p>Strength based, so you can't hit with the powers. But shifty features, and weapon mastery with the spear (Warshovel?). Rain of blows works with a spear ... maybe you will be able to hit with the powers.</p><p></p><p><strong>==== '''Dreadnought'''(MP,Fighter) ====</strong></p><p>A good PP for a Retributive Avenger. If you get hit a lot, you'll get hit with effects a lot. Spending 10hp and a minor action to end anything a save can end? That's pretty good. And free DR to allow you to get hit is also spectacular. You're more likely to want to go Demigod than most avengers though, as you'll want to get some of your stat points back.</p><p></p><p>Hurt by MM3.</p><p></p><p><strong>==== <span style="color: #00BFFF">Kensei</span>(PHB,Fighter) ====</strong></p><p>Accuracy and damage are always good, and the powers suck so badly that, when you dump str, you still won't miss them.</p><p></p><p><strong>==== <span style="color: #FF0000">Pitfighter</span>(PHB,Fighter) ====</strong></p><p>Oh, how the mighty have fallen. If you want Nova potential, look at Warpriest, it also has the AC bonus. If you're a critfisher, look at Kensei or Morninglord. The May nerf was brutal and killed the mighty Pitfighter.</p><p></p><p><strong>== Invoker ==</strong></p><p></p><p><strong>==== <span style="color: #00BFFF">Arbiter of Forgotten</span></strong></p><p><strong>Justice(D381,Invoker) ====</strong></p><p>The key feature is the level 16 "crit on 19-20 with Radiant Powers". (Thank you, ''Painful Oath'') Then a level 11 feature turns your criting into a free HP-granting fountain. And the AP feature lets you step in on someone else's turn (see: ''Painful Oath'') to stop team monster. (OAs happen before the triggering action, so it should negate a monster attack every time you use it)</p><p></p><p>The attack powers are all implement powers, which is ... less than optimal. But at least thanks to Essentials changes to implement proficiency, you can use your holy symbol for them.</p><p></p><p><strong>==== <span style="color: #0000FF">'''Flame of Hope'''</span>(PHB2,Invoker) ====</strong></p><p>Some of the Martyr powers have a leadership component. This PP can help emphasize that leadership angle... in particular ''Inspiring Action'' is pure gold. The attack powers are implement powers, so either have an implement or plan to ''Reserve Maneuver'' out of the e11.</p><p></p><p><strong>== Monk ==</strong></p><p><strong><strong>==== <span style="color: #0000FF">Ghostwalker</span>(PHB3) ====</strong></strong></p><p>For masters of Defence. An additional +2 to defences, basically (Deadly Draw/Cunning Stalker at level 11, encounter stance at level 12), another woodshed power, and a stunning d20. Look at that aftereffect on the d20 though: if your AC is unhittable, that's "dazed until we decide to stop ignoring him".</p><p></p><p>Also interesting for Ninjas, in that you have combat advantage on things you're hidden from, and this gives you concealment when you have Combat Advantage. Concealment allows you to stay hidden. Hm. You end up being able to hide just cause you're hidden, which is trippy but also useful.</p><p></p><p><strong>==== <span style="color: #0000FF">Radiant Fist</span>(PHB3) ====</strong></p><p>This is mostly a +resilience PP for censure of Pursuit avengers, but it also gives out some nice spike capacity. Combining the e11 power and the AP feature, you're looking at 1.5 rounds of +10 static damage. You got RRoT for free (well, I assume). Flurry of Blows will also add a nice bit of damage into your Nova turn. And the e20 is a nice encounter long damage buff.</p><p></p><p>Then for durability, your AP feature also heals you, and the u12d gives you some really good damage resistance. If you're a hybrid Monk/Avenger, this is actually pretty awesome.</p><p></p><p><strong>== <span style="color: blue">Ranger</span> ==</strong></p><p>Ranger draws include ''Adept Dilettante'', a couple of power swaps, ''Impaling Spear'' for the Chargers/Chasers, and ''Slashing Storm'' for more DPRz in Epic.</p><p></p><p><strong>==== <span style="color: #0000FF">Darkstrider</span>(Ranger,MP2) ====</strong></p><p>The key here is major bonus damage while hidden (3+Wis!). Ninjas, take note. An encounter power with an effect of "you are hidden" is also rather nice: note the lack of LoS requirements or stealth checks in there...</p><p></p><p>The main problem is the powers: Str required for melee powers. Bah.</p><p></p><p>To use this as a melee class, you'll need a lot of movement baked into your attack, so that you don't lose stealth until after you hit. Look for some of your invisibility powers, and ''Shadowflow Armor'' to keep your hidden status as you approach.</p><p></p><p><strong>== <span style="color: blue">Rogue</span> ==</strong></p><p>Key draws are a power-swap or two, and ''Deft Blade''</p><p></p><p><strong>==== <span style="color: #FF0000">Daggermaster</span>(PHB) ====</strong></p><p>PP powers aren't wasted, but the 18-20 Crit range is (the May 2010 nerf). Look at ''Thuranni Shadow Killer'' or ''Darkstrider'' instead.</p><p></p><p><strong>==== <span style="color: blue">Daring Acrobat</span>(MP) ====</strong></p><p>This is a +Spike damage PP, but you've got to work to take advantage of it. Start with a Light-Blade Charger (Power of Skill, Deadly Draw, Surprising Charge, Deft Blade), MC Rogue, and power swap for ''Low Slash'' or ''Tumbling Strike'' depending on your level. Now your Nova round (assuming you've already oathed the target) can have 4 attacks, AP for the extra move-]minor. Standard/Approach, Low Slash, Fury's Advance, Standard. At 16, you can make those two standards charges if you've got the boots to get an extra square of shift.</p><p></p><p>But the fact that the PP powers require light blades devalues it until 17, when you can abuse ''Tumbling Strike's'' lack of a light blade requirement. But then you're giving up a very nice d20 to do so (and pushing ''Vengeful Parry'' off until level 23)</p><p></p><p><strong>==== Jack of all Trades(MP2) ====</strong></p><p>This is not a DPR PP. This is 3/4 a skills-challenge-rocking PP, and 1/4 a "your d20 did HOW MUCH damage?!?" PP. Despite it being a Rogue PP, all the powers are compatible with your manga weapons and work well with them. They are Dex attacks, but that's hardly a problem. The rest of the PP is just "better at skills", "trained in more skills", and the like. That's pretty nice, but that's not anything that makes you better in the other 3 combats of the day, so the overall rating suffers.</p><p></p><p><strong>==== Master of Poisons(MP2) ====</strong></p><p>Assuming you picked up a ''Spiderkissed'' weapon, +Stat to static. Add Int again by being a scholar for your Spike rounds. Unfortunately, the powers are less useful. The very powerful e11 requires a different stat than the f11, and thus never hits. The d20 suffers the same problem, but at least gets rerolls.</p><p></p><p>The u12 will cause your mage to dance in the streets, if there's ever a ''Sleep, with the poison keyword'' power. But there isn't, so don't hold your breath.</p><p></p><p><strong>==== Shadow Assassin(PHB) ====</strong></p><p>The draw here is Riposte Damage to convince foes to run, and Dex synergy. But you should have gone ''Darkstrider''. The other features and powers aren't beyond "hey, look. Damage", and don't do enough of that.</p><p></p><p><strong>== <span style="color: green">Seeker</span> ==</strong></p><p>Obviously, those that MC seeker are going to be more of the archer builds, of which there is very little non-seeker support. So I can assume you have ''Distant Vengeance'', and regularly make RBAs.</p><p></p><p>Draws include ''Primal Eye''. Well, that's pretty much where they end too.</p><p></p><p><strong>==== <span style="color: blue">Crimson Hunter</span>(PHB3) ====</strong></p><p>Expanded crit range. +1 to hit. Basically, +1 speed in combat. Good leader e11 that gives double-rolls. But you have to be all archer.</p><p></p><p><strong>==== Moonrise Stalker(D413) ====</strong></p><p>Your woodshed powers all slow, which you may be able to turn into "stun", depending on which powers and who you target. Your AP now slows (since you've got tons of decent forced movement powers that you can use to turn into teleports). The e11 and u12e each provide nice mobility. At 16, your '''are''' a feyslaughter weapon, which solves certain combat puzzles. And the d20 can provide just silly teleport range (ranged-weapon).</p><p></p><p>The only downside is that, as suiting a controller class, there's naught to really add to your striker. And that is a real downside.</p><p></p><p><strong>== <span style="color: purple">Shaman</span> ==</strong></p><p><strong><strong>==== <span style="color: #0000FF">Soul Igniter</span>(D385,Shaman) ====</strong></strong></p><p>When you crit, +2 to speed, +2 to reflex, and +Wis_Mod damage on attacks for the rest of this round and the next one. Nice, especially since it kicks in at 11th level. And you do the same for anyone else in the party. And the encounter power has the important bit on an effect. And the daily gives you (and anyone else who crits) a damage aura of Wis Mod. Good things on a crit. Now, crit, without using your paragon path to do so. The only downside is a wasted level 16 feature and a meh d20... and the level 16 feature can be salvaged with a second feat(Sudden Call)</p><p></p><p><strong>== <span style="color: purple">Swordmage</span> ==</strong></p><p>Two MC feats, neither of which is decent. One's +1 or +3 to AC for an encounter, another's skill training in one of two skills you don't care too much about, and a flavor feature. (And Implement proficiency with your sword, to reduce MID. But since you don't actually TAKE any implement powers, that's not too relevant)</p><p></p><p>One draw is ''Intelligent Blademaster'' for freedom of deities to worship. Another is ''Eladrin Swordmage Advance'' for a bonus off-action attack power. In Epic, you talk Corellon into giving you his blessing, and then take Quickened Spellcasting for a 2nd round of nova action.</p><p></p><p>This will probably work better as a <span style="color: blue">''hybrid''</span>.</p><p></p><p><strong>==== Anarch of Shyr(FRPG) ====</strong></p><p>The AP feature is just about as good as it gets (Free Attack: This and ''ESA'' and your normal tricks can ramp your Nova round up to 5+ attacks). The u12 lets you tack on permafrost while keeping your Radiant Mafia, and keeping a real weapon.</p><p></p><p>Unfortunately, for a single-class Avenger, that's all you've got. The rest of the PP is about helping assault swordmages, and as an single-class Avenger you aren't one.</p><p></p><p><strong>== Warlock ==</strong></p><p><strong><strong>==== <span style="color: #0000FF">'''Feytouched'''</span>(PHB) ====</strong></strong></p><p>You are going to take the power-swap feat to grab ''Ethereal Sidestep'', and you are probably going to get a couple of items to extend it's reach. And then you're going to teleport every round, getting Int_Mod autodamage as your +striker class feature. Shame the level 16 features and the powers are all wasted.</p><p></p><p><strong>==== <span style="color: #FF0000">Student of Caiphon</span>(D366) ====</strong></p><p>Until the March 2010 errata, you could use a lightsaber and crit on 18+ with a real weapon. Now you can't, unless you're a Half-Elf or a Revenant (Half-Elf) and poach ''Eldritch Strike''. And if you do that, then it's an at-will Spam PP, which is it's own limitation.</p><p></p><p><strong>=== Wizard ===</strong></p><p><strong><strong>==== '''Bloodmage'''(PHB,Wizard) ====</strong></strong></p><p>Very nice spells, and the potential for some extra striker level damage from your class features.</p><p></p><p><strong>==== <span style="color: #00BFFF">'''Simbarch of</span></strong> Aglarond'''(FRPG,Wizard) ====</p><p>The Striker draw is the 11th level power, which is a really good striker class feature disguised as a power. [<a href="http://community.wizards.com/go/thread/view/75882/21967589/Using_an_encounter_power_more_than_once_in_an_encounter_A_miniguide" target="_blank">http://community.wizards.com/go/thread/view/75882/21967589/Using_an_encounter_power_more_than_once_in_an_encounter_A_miniguide</a> You'll want to find ways to recharge that (Salve of Power)]. And the rest of the PP is for Martyrs and helps your survivability (but not much. You don't have that many surges to spend)</p><p></p><p><strong>==== Wizard of the Spiral</strong></p><p><strong>Tower(PHB,Wizard) ====</strong></p><p>The draw is "The One Sword", which in your hands will be an extra-at will power that dazes. (Weapon attack vs. NACDs). But the class features are wasted. You don't specialize in an implement, so you don't get to use your longsword as one. Getting a Wizard MC power back won't be worth an action point, and your Charisma modifier isn't worth talking about. But did I mention the <span style="color: #00BFFF">'''near at-will daze power'''</span>?</p><p> </p><p><span style="font-size: 12px"><strong><strong>== Other ==</strong></strong></span></p><p><strong><strong>==== <span style="color: #FF0000">Son of Mercy</span>(D370,Defender) ====</strong></strong></p><p>The Red rating is simply because <a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"> you're not actually allowed to take it./url] If you can talk your DM into allowing it, consider it <span style="color: #0000FF">'''blue to sky blue'''</span>. (One approach that might work would be to take a Defender Theme. But only the themes from Dark Sun were marked like that...)</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Assuming you passed your Fast-talk the DM check, you need to take the "Oath Strike" feat (or the Half-Elf feat to mark with your Dilettante power), but then you have a great +Defender and +Striker PP. You then get +Wisdom to damage against your oath target, and you slow your oath target each time you hit them. Powers are strength based, which seems unfortunate until you remember that large modifiers to static damage favor multi-attack powers.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #0000FF">Traveler's Harlequin</span>(D382,Any) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The training in Bluff is annoying, since most of the MCs you might take to get in won't give bluff. But some will, or you could use a background to get it. Either way, you get your MC feat investment back (do a retrain jig to turn that into a power-swap feat instead?), and the 16th level feature is again better for you than others. (If the d12 was a 5, for example, and your twin rolls were 5 and 8. Take the 5, then reroll both rolls).</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The key bit though is the 20th level daily power... Which is nearly any other PPs (20th) or class (19th) daily attack power you want. Um... You want ''Slayer's Ascendancy'' (Relentless Slayer's d20). Glad I could help.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock] </a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><span style="font-size: 12px"><strong><strong>== Racial Paragon Paths ==</strong></strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>Show</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[sblock]</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Changling ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== '''Chameleon'''(EPG,Changling) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The best use of this is to grab Rain of Blows without having to have a high Dexterity or Strength... but now you've got to have a high Charisma. I'm going to assume you've MCd to Sorc or Bard to make use of that Charisma. If you're doing this, make sure one team mate is a fighter (for Rain of Blows) and another is a Bravelord for the Kord PP's daily.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Deva ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== '''Ancestral Incarnate'''(PHB2,Deva) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The reuse a power ability is still great. The daily power is a silly amount of healing if there are minions on the board, and another feature that's enough to make you take up Ritual Casting. But only the AP feature is something that would make a great striker PP.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Dwarf ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== '''Firstborn of Moradin'''(PHB2,Dwarf) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The survivability is good, and the powers are good, but you have to pump strength to use them.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Eladrin ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>=== Elf ===</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== <span style="color: #800080">'''Twilight Guardian'''</span>(PHB2,Elf) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Weak. The Daily is a nicer control power than Entangle, but you're supposed to be a striker.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #800080">Darkening Blade</span>(D382,Elf,Dusk Elf Stealth) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Not in the same league as ''Darkstrider'' or ''Shadow-Killer''. The AP feature gives you a good approach for your NOVA turn. I'm not quite sure how the darkvision bit works, given that you typically have total concealment from a specific creature. (I expect it's supposed to be "when you're in complete darkness, you have darkvision), and the 16th level feature is pretty bad, actually (too many monsters can immobilize on OAs) and the 20th level power will keep your target from moving away from you.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The 16th level feature makes a nice +Striker feature for Martyrs, but since nothing else in the path calls to them, I don't see too many taking it.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Githzerai ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== <span style="color: #0000FF">'''Rrathmal'''</span>(D378,Githzerai) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The u12 really helps you isolate someone off to the side, the d20 is godly for a party with good tactics ('''<span style="color: #00BFFF">everyone's first attack of each round hits, assuming people know to chain effects? Wow.</span>'''). The features are decent... The only bad part is the e11, which has too high an opportunity cost for too low a payout. (Just At-Will is too low a payout for a wasted standard action). But since you no longer need to take Danger Sense, you can take Reserve Maneuver instead.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #0000FF">Storvakal</span>(D378,Githzerai) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The e11 rocks (even if you miss all enemies, you still get to move all allies. And you shouldn't miss all enemies), and one of the 11th level features reads "Power Attack for free"... but the Flavor is off, the AP feature is usually useless (the saves you need to make are the ones that prevent you from spending action points), the f16 is going to be forgotten each time it would come up, and the d20 is ridiculously conditional.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">But did I mention "Power Attack for Free"?</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Goliath ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== '''Stoneblessed'''(PHB2,Goliath) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Mountain Crush goes great with Bloodiron, and you're obviously a Crit Fisherman going Barbarian anyway. I only think I'd try this for games that start at high level, and I'd treat Str+Con as my only two stats.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Half-Elf ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== Half-Elf Polymath(D385,Half-Elf) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Assuming Twin Strike is your Dilettante Power, the e11 is also known as "shots on the run", a good ranger daily power. So that's pretty nice. But there isn't a great 2nd at-will you'd want to poach (the melee-backup power for laser clerics from the same Dragon issue? Chuck&Charge?), and the compilation nerfed the action point feature beyond recognition.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Half-Orc ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #0000FF">'''Bloodfury Savage'''</span>(PHB2,Half-Orc) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">All the features are good, the powers are all good. And you don't even have to bump strength to use them.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== Mighty Judge(D386,Half-Orc) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Your real 16th level feature just frees up a feat. That's all. <span style="color: #FF0000">'''''Furious Judgement'''''</span> is a trap (trade 10 damage for 6.5 or 7 damage? Srsly?) The u12 is pretty lame, and the d20 is really just an encounter-long mark plus a 4{W} power.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">But <span style="color: #00BFFF">'''Overpowering Retribution'''</span> is a sweet sweet power. Interrupt attack, that usually negates an attack (PCs do more damage than monsters, especially Striker PCs), and might give a buff.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Halfling ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>=== Human ===</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== <span style="color: blue">Adroit Explorer</span>(PHB2,Human) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">A lot of your best encounter powers come at low levels (''Fury's Advance'', ''Relentless Stride'', ''Sequestering Strike'', ''Inexorable Pursuit'', ''Splinter the Formation''), so another dose of that is quite alright.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The AP feature is nice, and having two action points to start the day means you'll have one for every combat in most games. Nothing great, but nice. And the d20 is hobbled by the same factors that make the e11 great: your best encounter powers are frequently the off-action ones, so using it as a daily immediate won't usually work out that well.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">So while I think it's a nice package, it doesn't close the deal with me.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Revenant ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== <span style="color: #0000FF">'''Avenging Haunt'''</span>(D376,Revenant) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Phasing on an action point seems great to me, and staying conscious until negative bloodied is great, even if you are dazed for the time. Because the powers require physical stats, only Ninjas, Chasers, or Fishermen need apply.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Shadar-Kai ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== '''Abiding Reaper'''(D372,Shadar-Kai) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The best effect is Blood Calling: Combat Advantage for the last half (er, third) of each creatures life. That's not enough to make it interesting.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #FF0000">'''Doomspeaker'''</span>(D372,Shadar-Kai) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">A trashtalker PP is awesome, but this one assumes you're a charisma rogue.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Shifter ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><strong>==== <span style="color: #00BFFF">'''Moonstalker'''</span>(PHB2,Shifter) ====</strong></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Amazing mobility. You also get a lot of bonus damage against prone, so use a Staggering or Tyrant's weapon, or wear Assault Boots. Also check out the discussion of ''Gauntlets of Brutality''.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #0000FF">Bloodfury Hunter</span> ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The most straight forward Pitfighter replacement for the Builder-Beige Shifter Avenger who got hit by the update. Unleash the beast is an encounter power that can last quite a while. And it gives you Wis_Mod to damage. And then on an action point, you get Wis_Mod to damage, including minor actions. That will usually be better for you than the old Extra Damage Action. The bad news is the other two powers use Str to make melee attacks and offer nothing special, but ''Reserve Maneuver'' fixes one of those.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== Tiefling ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== '''Turathi Highborn'''(PHB2,Tiefling) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The Frenzy would be awesome, but you would then have to care about Charisma. And you don't have the space for that.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock] </a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><span style="font-size: 12px"><strong>== Generic ===</strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>Show</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[sblock]</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">Champion of the Vigil</span>[COLOR=#000000&quot](D390,Circle of Smoke and Whispers)[/COLOR] ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">One for the Ninjas. Crit range of 19-20 while hidden is the main draw ... but the extra reroll doesn't hurt any. Make sure you can frequently become hidden.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The encounter power doesn't get rerolls, but has an important effect an is an immediate. The utility power solves hiding problems for an encounter, and the daily is a nice alpha-strike power (free action to grant all your allies a free attack? Yeah, that's a daily)</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: purple">Contract Killer</span>(BoVD,Evil,Stealth) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">A bunch of small bonuses that don't add up to anything</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock]<span style="font-size: 12px"><strong></strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><span style="font-size: 12px"><strong>== Dragonmarked Paragon paths ==</strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>Show</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[sblock]The Eberron Player's Guide deliberately does NOT require characters with a given dragon mark are of the "correct" race. But your DM might, especially if you are trying to join a dragonmarked house to train in the paragon path. So I've noted the "expected" race.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== '''Deneith Protector'''(EPG,Human) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Get your Defender on. For the Martyr Master of Defense, but not your strongest choice.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #0000FF">'''Kudarak Ghorad'din'''</span>(EPG,Dwarf) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Good powers for a chaser, even if it's not more damage. You'll want to have acquired Thievery though (backgrounds?) The daily power though is weak, as it's not melee, and it doesn't use an implement... but it does dispel zones even on miss.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #800080">'''Medani Trueseer'''</span>(EPG,Half-Elf) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Ignore the picture of the guy with the double sword: all the attacks are ranged, and so don't get your oath bonus. It is good flavor, but the crunch is lacking.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== '''Orien Swiftblade'''(EPG,Human) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Good mobility. You can use Int as your attack stat, which Martyrs like. But nothing to focus damage.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #FF0000">'''Phiarlan Phantasmist'''</span>(EPG,Elf) ===</strong>=</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Ninjas like the Invisibility, but the attacks are Int or Cha based, neither of which a Ninja has. You wanted the Other house of Shadow paragon path.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #800080">'''Sivis Truenamer'''</span>(EPG,Gnome) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Has the same "refresh Divine Rage" as Unveiled Visage, but with clearer language so that even I think it works. Your healing surge value shoots way up and you spread healing around, so it can help a Leader Minor. In the end, the path's focus on ranged powers dooms it to purple.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>==== <span style="color: #00BFFF">Thuranni Shadow Killer</span>(EPG,Elf) ====</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Invisibility ninjas like, stealth to your whole party, and a sweet striker damage feature for a nice good base. Then the e11 hits it out of the park, with a true multi-attack that also applies viscous effects. And then the u12 and d20 aren't bad either.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock] </a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"> </a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"> </a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><span style="font-size: 12px"><strong><strong>== Epic Destinies ==</strong></strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Most Int based builds pick '''''<span style="color: #00BFFF">Sage of Ages</span>'''''(int). Chasers take '''''<span style="color: #0000FF">Invincible Vanguard</span>''''' or '''''<span style="color: #0000FF">Destined Scion</span>''''', Ninjas probably take '''''<span style="color: #0000FF">Destined Scion</span>''''' or something more thematic like '''''<span style="color: blue">Thief of Legend</span>'''''. Critvengers obviously go with '''''<span style="color: #00BFFF">Eternal Seeker</span>'''''(str), except for the late blooming Deva ones that go with '''''<span style="color: #00BFFF">Soul of the World</span>'''''. Radiant ones take '''''<span style="color: #0000FF">Radiant One</span>''''', obviously enough. Devas look hard at '''''<span style="color: #00BFFF">Soul of the World</span>''''' no matter what their build.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>Show</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[sblock]</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Avatar of Death'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The stat buffs are tailor made for the Martyr, and the PP is good all around. But the daily is somewhat lackluster (save-ends wear off too soon, without cheese) unless you have a ranger in the party... and there are encounter equivalents to apply radiant damage you can get elsewhere.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== '''Avatar of Freedom'''(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The main problem is the Freedom domain is rather lackluster, so it's a wasted feat. The stats match up for Ninjas and Chasers, and the daily power is awesome minor leading... but this is a leader minor Destiny, not a striker one. (Ok, the level 30 feature is nice. But level 30 features frequently are.)</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Avatar of Hope'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The main problem is the Hope domain is rather lackluster, so it's a wasted feat. The stats don't quite match up. Save for the paladin.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Avatar of Justice'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The stats work for Martyrs, controllers, and Unitarians, but the features are not anywhere near what they should be, and the utility power should be an encounter, not a daily.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Avatar of Life'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Martyrs would like the Utility power, but not as much as they'd like Demigod's Utility power, and Demigod's got better stat bumps.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Avatar of Storm'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">This is for Sorcerers, for some reason. But they'll love it.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Avatar of War'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Crit Fisherman like this because of the boost to War's Channel Divinity power. But they like Eternal Seeker more.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== '''Champion of Prophecy'''(EPG) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The stat buffs aren't quite as nice as Demigod, but for everyone but Martyrs, it'll do. You don't have any daily powers to kill for ... so go take Demigod instead. Better in LFR because of the long adventuring days, but LFR isn't going to have Epic play for a while yet.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">Dead God Avatar</span>(D390) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The star here is the utility power, which adds 20 to your Painful Oath damage for two turns (and 10 to your lightsaber damage for a turn), and is an encounter power. And has another nice kicker. +2 to Wisdom doesn't exactly suck either.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== '''Demigod/Chosen'''(PHB/FRPG/DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Was the generic default until ''X'' arrived. Now overshadowed. The Chosen Epic Destiny is basically the same, except that they replaced the broken regeneration utility power with god-specific different utility power, some less broken some even more (<span style="color: #00BFFF">'''Chosen of Erathis'''</span> + Relentless Assault = Fun Times). Generally has the same rating.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Deadly Trickster'''</span>(PHB) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The rerolls are less important for you than for others but are still good. The "don't expend power on 18+" feature is pure gold. Don't expend your power, 28% of the time.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: blue">Destined Scion</span>(HotFK) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">+2 to two stats, and another +1 to hit on top. Boring as all get out, but rather effective.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #00BFFF">'''Eternal Seeker'''</span>(PHB) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Infinite flexibility in power selection isn't bad. Pick up all the multi-attack powers you can find, end up with 0-2 Avenger attack powers. Just don't die, because you don't get an immortality feature until level 30, and you might want to poach something else instead.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Exalted Angel'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">An epic destiny that can't even give straight flight. If you need to fly, buy some boots. If you need to be an angel, be a Favored Soul (Paragon Path) instead. MoDs might like for the extra defense, but that doesn't hit till 30.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Fury of the Wild'''</span>(PP,Primal) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">+2 Wis, your crits do a nice chunk to all the enemies you haven't gotten to yet, and the power is an encounter one round nice bonus (+Wis to damage, +2 to hit, more). Not shabby. You'll probably need to be either a Warden or Barbarian to qualify, but the Barbarians MC feat is rather nice anyway.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== '''Glorious Spirit'''(PHB2,Primal) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">You have to be Primal to get in, there's no "Once a Day when you die" feature, and the best part is, as usual, a broken level 30 feature. But it gives s splash of striker bonus damage, which is always at least decent, and gives good mobility (1/enc LoS teleport, at-will fly 6 as IR). For the level 30 feature: Remember you choose the die and are not required to use the higher one, and remember that you should have a large number of fight-long buff powers disguised as daily attacks.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Invincible Vanguard'''</span>(MP2,Martial) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The Str-boost is rather irrelevant (unless it qualifies you for Power Attack), but invigorating Overwhelming Strike is pretty nice, is as being able to take an action after a charge. As is a daily stance that adds 12 or 24 damage to a crit (depending on GM interpretation). The level 30 feature doesn't break the game in half, which is a nice change, but is still very nice for positioning.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== '''Punisher of the Gods'''(D372) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Very thematic. The Dragon Annual version is still very good, but the January 2010 Errata version doesn't recharge, so only helps you beat on one target/encounter. While that's decent, that's not great, and so I no longer suggest PotG.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">Radiant</span></strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong><span style="color: #00BFFF">One</span>(D366) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">Secondary stat to damage, frequently. Action advantage, and a utility power that means you still get your "got hit" bonuses but only take 45% of the damage.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The thing here is that the current wording of the +DPR feature doesn't limit it to hits, or damage rolls, or anything really. If you do any damage instance, you do extra Fire&Radiant damage. So the power of the ED is really a function of your optimization level.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #00BFFF">Sage of Ages</span>(AP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">The extra die each round further increases your chances to hit/crit, and the 26th utility power gives a lot of good survival stuff if you can make a ridiculously high Arcana check. Less blatantly broken than pre-errata PotG or Eternal Seeker, yet just about as good for Int based Arcana types.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #800080">'''Saint'''</span>(DP) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">It's a good Epic Destiny, but you don't have the healing powers to take advantage of it, nor the Charisma, etc. Let your Cleric or Paladin take it.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: blue">Thief of Legend</span>(D388) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">From a purely mechanical basis, it's really just '''black'''. +2 Dex,Wis, and a very niche daily utility. However the flavor quotient is huge, and the level 30 basically reads "permament Invisibility" if you want it to.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock]</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"> <span style="font-size: 12px"><strong><strong>== Racial EDs ==</strong></strong></span></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>Show</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[sblock]</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Raven Consort'''</span>(D372,Shadar-Kai) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">+2 Con isn't too relevant. Death's Companions is ... <span style="color: #00BFFF">Utterly awesome and broken</span>. But assuming your DM nerfs that, on the whole there are better options. Unless you optimize the heck out of your death save and can stay conscious while in negatives.. Then this is as good as it gets.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #0000FF">'''Disincarnate'''</span>(D385,Deva) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">+2 Wis/Int (or Wis/Any, but let's be real here. You're a Deva Avenger). The Veil is only useful against things you could kill anyway, but you're an Epic Avenger... that's a lot of things. Fate Manipulation is handy. The Don't die feature is nice, and the level 30 feature is at a suitable "almost broken" level. Nice.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank"><strong>=== <span style="color: #00BFFF">'''Soul of the World'''</span>(D385,Deva) ===</strong></a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">You're a Deva who wanted to be a Half-Elf? Not too late. You don't get a Str Boost (+Int/Wis), but you do get two stat boosts, and can pick up ''Hurricane of Blades'', ''Oak Hammer Rage'', and another Barbarian daily if you want. Or Twin Strike at level 24, and ''Followup Blow'', ''Cascade of Blades'', and you choice of encounter powers. Or if you want to keep your ability scores normal, also add "elven swordmage" to your identity for ''Giant's Might'' and ''Quicksilver Stance''. ''Githzeria Blade Master''? You get the idea.</a></p><p><a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396" target="_blank">[/sblock] </a></p></blockquote><p></p>
[QUOTE="Nibelung, post: 6711971, member: 74499"] [Size=3][b][b]== Paragon Paths ==[/b][/b][/size] Paragon paths tend to be built based on two criteria. Most paths will be based on one of the following two, but not both. # Furthering your ability to fill a specific role # Making your character look cool. Since I have no idea what you consider to be cool, I'm going to focus on what they do mechanically. Since the Avenger is a striker, I'm going to put on the Striker lens when I evaluate paragon paths. If a path makes a decent leader, for example, I may point that out, but it's rating will suffer about one grade unless it also makes a decent striker. The Avenger paths range from [COLOR=#FF0000]'''bad'''[/COLOR] to [COLOR=#0000FF]'''great'''[/COLOR], but only pursuit gets a great option. There is also one diety-specific paragon paths (Amaunator) that make it there, and if you're willing to multiclass, you've got many more great choices. If you want a pure Avenger PP, and are limited to published books (and you're taken the Censure of Pursuit), then look at Ardent Champion. Also be sure to check out your racial PP (or any racial PP you qualify for, for the Revenants or Half-Elves among you). Some of them don't suck. Traveler's Harlequin (D382) can also work decently, although the features are a bit weak. The short lists for the various builds are over in the Archetype section. Contrary to popular opinion, and perhaps the overall tone of this guide, the second tier choices are usually quite competitive with the top-tier choices, so don't worry about it too much if you find a path you like the flavor of. But be wary of any Purple paths... some paths really are as bad as I claim. [Size=3][b][b]== Avenger PPs ==[/b][/b][/size] [b]Show[/b] [sblock] [b]==== Agent of the Unbroken Circle(D387) ====[/b] This is a +Leader PP. Insight is a good skill you're great at, so getting free training in that isn't worthless, like the training in Streetwise is. The combat focus of the PP is handing out saving throws or helping saving throws, but since the main trigger isn't predictable, it's less useful than it would seem. The powers do have enough Dakka, for a change, but the kickers are weak. If you have access to ''Dice of Auspicious Fortune'', then the 16th level feature gets better because of the increase odds you'll be able to use it when you need it, but that still means you're holding a known crit until after the party got dominated in some weird attempt to save the day. [b]==== [COLOR=#00BFFF]'''Ardent Champion'''[/COLOR](DP) ====[/b] This is a +striker PP, and it's good. The first +striker feature is the crit special, which should add around 3% to your crit rate (Note [URL=http://wizards.custhelp.com/app/answers/detail/a_id/1795]the FAQ[/URL]/errata: your double rolls still need to hit). The best part about this feature is that it stacks with any other way you have of increasing your critical range. It also works out surprisingly well with ''Sage of Ages'', even though the stats don't fit. The second +striker feature is the level 16 feature: free MBA on a crit. That rocks, actually, and basically requires you to get an expanded crit range through some mechanism (the feat in Dragon 382 is probably your best bet). It also means you don't need a ''Rending Axe'' (assuming your DM treats ''Rending'' as a free action, thus making the free attack/turn limit apply), and can go look for ''Bloodiron'' instead. If you have any multiattacks or a good assortment of minor-action attacks, the u12d will make the encounter. The other powers don't suck, which leaves the PP looking pretty good in the final analysis. [b]==== [COLOR=#800080]'''Dervish of Dawn'''[/COLOR](DP) ====[/b] This is intended for a Martyr, and I don't just mean "Censure of Retribution", I mean a Martyr. The u12d turns everyone into a hit-point pinata, should your leader get sick of healing you. The AP feature gives you bonus saves, for when you got hit by something nasty. But really, Dreadnought is probably better, even though it's a fighter PP with powers you can't quite use. [b]==== [COLOR=#800080]'''Dread Imperator'''[/COLOR](DP) ====[/b] This is for the Unitarians, and the features reflect that. If you do all fight in a nice scrum, come Epic the level 16 feature will give you few attacks each combat, but it could also just end up being a "Win More" feature, if the ally who crits finishes off the target. The u12d power gives allies a small boost if you're highly accurate, but the boost is almost too small to track. The daily has an awfully short duration. All in all, this is a nice level 16 feature looking for a Paragon Path to go with it. [b]==== [COLOR=#0000FF]Favored Soul[/COLOR](DP) ====[/b] This is a class "make your character look cool" paragon path, but it doesn't suck. Because this paragon path gives you [COLOR=#00BFFF]'''honest flight'''[/COLOR] as it's level 16 feature. Not "as a move action", not "until the end of your turn", but honest flight. This makes it pretty good for Chasers, just because it gives you a better way to follow, and monsters that can't attack you are more likely to move away. There are no references to a secondary stat, so should you go ahead and buy an 18 starting Wisdom (pre-racial), this PP may look better than some others. Now, if you take ''Distant Vengeance'', and spend most fights hovering out of the fray and throwing daggers, you'll have an incredibly boring [COLOR=#00BFFF]'''I win'''[/COLOR] button, and you can expect to get mobbed by flying brutes in the next combat. But you will win a few combats first. [b]==== [COLOR=#0000FF]'''Hammer of Judgment'''[/COLOR](PHB2) ====[/b] This is really a very focused +controller PP. In particular, it turns push effects into harder forms of control. However, if you're not into pushing people, it's not worth looking at. Note, Unitarians have a slightly higher number of pushing powers than other censures. Using the encounter power or daily power on an action point will just do a silly amount of pushing (Close Burst 3, push (3|5)+2*Int_mod) giving you a second option to Divine Rage. There really ought to be some dangerous terrain somewhere within 15-21 squares, and there's a Combo with Thunderwave Staff that makes for a big AoE. The u12e is good for the Martyrs (although it duplicates a couple of class utility powers... but you can never have too many). [b]==== '''Oathsworn'''(PHB2) ====[/b] This is a leaderish +striker PP. The defining feature is probably the u12d, which gives your entire party your reroll mechanic for a turn. If you have some rangers in your party, it's going to be a spectacularly good turn. But the rest of it isn't anywhere near as good, and the utility power is only good for one round per day. Watch out for the "drop a target, spend a surge" feature. Strikers have a habit of running out of surges, so this really doesn't help you long term. Prefer damage mitigation/avoidance to having more abilities to spend surges. [b]==== [COLOR=#800080]Relentless Slayer[/COLOR](DP) ====[/b] All in all, a rather bad PP with a '''[COLOR=#00BFFF]great[/COLOR]''' level 20 daily power. (A better quicksilver stance wasn't good enough, they had to add 3W on to the front of it?) If you can figure out a way to take a better PP, but poach that power, do so (Traveler's Harlequin(D382)). The 12 level utility power '''might''' work if you shift as part of your hit (Overwhelming Strike), but otherwise is non-functional. [b]==== '''Serene Initiate'''(DP) ====[/b] This is a +striker PP that should mostly work, except that it's optimizing the idle loop. Damage on a Miss is like your dual roll: it has an unexpectedly large effect on DPR. Except you shouldn't miss much. So the biggest change is going to be that Power Attack now makes more sense (huh). Scimitar Dance may be tempting, but in general the oath will keep your hit rate up, so just grab a Fullblade/Executioner's Axe like everyone else. Warning: the d20 can be completely wasted, so make sure you've spent all encounter attack powers before you use it so that it's at least reliable. [b]==== [COLOR=#800080]Unveiled Visage[/COLOR](PHB2) ====[/b] This is a +striker PP that focuses on mobility. The only problem is that Avengers already have a TON of mobility. This one gives some flight (but teleporting is better, because it's not enough flight, except for the daily power). The attack powers are ... questionable, because neither is a melee power, and so you don't get your oath rerolls. All in all, if you want flight take Favored Soul. If you want ''Radiant Goodness'', take ''Morninglord''. Don't take this. [b]==== [COLOR=#800080]'''Watcher of Vengeance'''[/COLOR](D377) ====[/b] This PP is a little confused. On analysis, it seems to be focused on Ninjas. The e11 doesn't unstealth you... the first 11th level feature is a defender feature, but nothing else in the PP is. The d20 is a nice sized immediate interrupt, as a reliable daily. If you know what you want to do, I doubt this PP will help you do it. [b]==== [COLOR=#800080]'''Watchful Shepherd'''[/COLOR](DP) ====[/b] This is a bit of a +leader PP (gives out some healing) and a bit of a +Defender PP (self healing, and a "don't attack my friends" encounter power. The u12d is a encounter long +1 to hit, which is quite nice, but that's about the only nice part here. The main thing of note is that the attack powers are all melee touch implement powers. [b]==== [COLOR=#FF0000]Weapon of Fortune[/COLOR](DP) ====[/b] Too many ways to hurt yourself, not enough ways to stack the deck. Signs of Favor certainly ought to work out in your favor, but that's the only one that seems to be a decent risk. [b]==== [COLOR=#0000FF]Zealous Assassin[/COLOR](PHB2) ====[/b] Ignore the nominal +striker feature. It's [COLOR=#800080]'''weak sauce'''[/COLOR]. (+1d6, with two conditions. Wha?). No, the real +striker feature is the level 16 one... which says "use surprising charge for every charge" (although that does mean you have to use a spear. Which will be targeting Reflex. Not exactly horrible) Pixies, of course, [COLOR=red]'''avoid this'''[/COLOR] because they have the f16 as a racial heroic-tier feat. If you are '''not a chaser, then it's not as good''' Good for some Ninjas, but not anywhere near as good as ''Thuranni Shadow Killer'' or ''Darkstrider''. The class also offers a large number of ways to get combat advantage, which again helps the pure avenger less than others. But reasonably damaging powers are nice. [/sblock] [Size=3][b][b]== Divine PPs ==[/b][/b][/size] [b]Show[/b] [sblock] [b]==== [COLOR=#800080]'''Exorcist of the Silver Flame'''[/COLOR](EPG) ====[/b] You do have a lot of Radiant Powers to go with the 16th level feature, but that's about all this has going for it. This is for Laser Clerics, not you. [b]==== [COLOR=#0000FF]'''Fortune Blessed'''[/COLOR](D384,Avandra) ====[/b] Rolling more means more 1s, more 20s, and more 18s and 19s. Only the daily is a ranged implement attack, and the utility is incredibly good, actually. I don't see any specific tricks, but it's a good solid PP. [b]==== [COLOR=#00BFFF]'''Morninglord'''[/COLOR](FRPG,Amaunator) ====[/b] The key here is a different trick for lightsaber wielders: the 16th level feature adds 10 static damage, basically. You also get to crit on an 18+ on action points, and a bit more. The utility power and the 11th level feature are good enough to turn something else into your dump stat, but I can't see you having a real charisma to really milk it. The attack powers will want a holy symbol, but the nice synergy of ''Pure Glow'' with the level 16 feature is an Effect line. [b]==== [COLOR=#0000FF]Soulforged[/COLOR](D385,Moradin) ====[/b] Everything you wield is a lightsaber. Of course, ''Painful Oath'' already did that. Has a great AP feature (recharge ''Fury's Advance'' or ''Relentless Stride''?) Has a good defensive u12e. Has a great d20. The 16th level feature is nice (two rounds at +1d10 damage, no matter the size of your opponent). The Stun part won't ever happen (you have to crit during your Channel Divinity power) but it will be godly when it does. [/sblock] [Size=3][b][b]== Multiclass Paragon Paths ==[/b][/b][/size] [b]Show[/b] [sblock][Size=3][b][b]== Artificer ==[/b][/b][/size] [b][b]==== Battle [COLOR=#0000FF]Engineer[/COLOR](EPG) ====[/b][/b] From a +striker view, the draws are the AP feature (+1 to hit for two rounds, to the class that needs it least, but still not something you'd ignore, and +1d6 damage for the same period), and the daily utility power. The rest is either meh or doesn't function for you. That's ... black, all in all. The blue comes in from the +Leader possibilities. If your party has a lot of multiattackers, the e11 power is [COLOR=#00BFFF]crazy-awesome[/COLOR], especially as an opener. Expect your DM to double encounter XP budgets, as your party goes nuts for the first round of every battle and slaughters everything in sight. But if you're the party's designated striker, look somewhere else. [Size=3][b][b]== Assassin ==[/b][/b][/size] (Hybrid executioner is interesting...) [b]==== Covenant Agent(D386,Assassin) ====[/b] The powers actually have reasonable amounts of Dakka, for a shocking change... but don't have much else. The AP feature is nice, if not earth-shattering. ''Precision Gait'' is a decent utility. But the 16th level feature will very rarely be relevant, and while the 20th level power allows you to leave your lightsaber at home, that's only one encounter a day. The real gem is ''Shadow of the Gods'', but I don't think it's good enough to rescue save-ends powers. Hybrid Assassin|Avengers like the fact that the PP powers qualify for both striker features. But I really don't think that rescues it. And this handbook is for pure Avengers anyway. [Size=3][b][b]== [COLOR=blue]Cleric[/COLOR] ==[/b][/b][/size] Cleric draws include ''Radiant Advantage'', and cheesing BattleCleric's Lore out of the ''Divine Healer'' feat. [b]==== [COLOR=#0000FF]Divine Oracle[/COLOR](Cleric,PHB) ====[/b] For followers of Tempus only. ''Prophecy of Doom'' + post-errata ''Righteous Rage of Tempus'' + a move action + a big {W} attack + Crit Optimization = OMGWTFBBQ. Not really as much damage as your optimized crit fisher puts out, but all in one attack. I've seen this combo do 185 damage in a single attack in real play at level 14. Rolling twice for initiative is also incredibly good. Terrifying Insight won't ever trigger on your melee powers (because they don't target will), but it does open up ranged powers, as long as they target will. [b]==== [COLOR=blue]Paragon of Victory[/COLOR](D400) ====[/b] A nice solid PP, assuming your DM doesn't add the words "That you know" to the e11 or you're a half-elf. It won't power you up to silly levels, but it also will provide lots of support in more subtle ways. Off-action attacks rock, and the e11, d20, and f16 all give you one. The AP feature is "more dakka for 2 turns". The f11 can break up formations to help you select your next target. Only the u12 completely lacks any striker focus. [b]==== [COLOR=#0000FF]Tactical Warpriest[/COLOR](PHB) ====[/b] A real mark, A feature and a utility power that trigger off of natural dice rolls, and a Wis based weapon power that targets non-AC defenses (if you roll enough, you'll crit even without any enhancers). And then add in the same Nova-on-AP feature the Pit Fighter has. The AC boost will usually be wasted, but the real mark helps you fulfill your defender secondary. [Size=3][b][b]== [COLOR=blue]Druid[/COLOR] ==[/b][/b][/size] You're a Lycan here for ''Blood Moon Stalker'', and may consider power swapping for an EoE buff power, but that's just about it. (Feat notes: ''Stampede'', ''Enranged Boar Form'', ''Scuttling Crawler Form'', ''Hunting Wolf Form'', ''Stalking Panther Form'') [b]==== [COLOR=purple]Blight Beast[/COLOR](D373) ====[/b] The f16 gives Necrotic vulnerability, which has the usual abusability aspects, tempered by the detail that doing extra necrotic instances is harder than extra radiant or fire instances. And the f11 only works on ''Beast Form'' powers, of which you really won't have any. While the attack powers are both implement powers, they do have the good grace to be melee touch ones. [b]==== [COLOR=#00BFFF]Blood Moon Stalker[/COLOR](PHB2,Wild Shape) ====[/b] For Lycans (people with the werewolf/wererat/werebear themes), the f16 translates to "crit on 19+ for forever", which is pretty awesome. The AP feature is "Free MBA when you AP", which is pretty awesome. The f11 allows you to consider 2nd-wind boosters. The two attack powers are pretty useless though. [b]==== [COLOR=blue]Coiled Serpent[/COLOR](PP) ====[/b] Your f16 (again, assuming Lycans) is +2d6 static. As usual with Druid PPs, the power isn't that interesting. [b]== [COLOR=#00BFFF]Fighter[/COLOR] ==[/b] Fighter draws include ''Battle Awareness'' as a lovely off-action attack, ''Battlefury Stance'' for +static for the multiattackers, ''Impaling Spear'' for increased accuracy for the Chasers/Chargers, ''Slashing Storm'' for more DPRz in Epic. and a lovely selection of paragon paths. [b]==== [COLOR=#00BFFF]Blood-Crazed Berserker[/COLOR](Fighter,BoVD) ====[/b] The key draw here is the f16 (expanded crit range while bloodied), and the d20(free attacks unless your oath target flees? Uber). This is a great +Striker PP, again given to fighters. The downside is simply that you have to be evil, it's from the BoVD, and your DM won't let you have it. [b]==== [COLOR=#0000FF]Draeven Marauder[/COLOR](Fighter,D365) ====[/b] Strength based, so you can't hit with the powers. But shifty features, and weapon mastery with the spear (Warshovel?). Rain of blows works with a spear ... maybe you will be able to hit with the powers. [b]==== '''Dreadnought'''(MP,Fighter) ====[/b] A good PP for a Retributive Avenger. If you get hit a lot, you'll get hit with effects a lot. Spending 10hp and a minor action to end anything a save can end? That's pretty good. And free DR to allow you to get hit is also spectacular. You're more likely to want to go Demigod than most avengers though, as you'll want to get some of your stat points back. Hurt by MM3. [b]==== [COLOR=#00BFFF]Kensei[/COLOR](PHB,Fighter) ====[/b] Accuracy and damage are always good, and the powers suck so badly that, when you dump str, you still won't miss them. [b]==== [COLOR=#FF0000]Pitfighter[/COLOR](PHB,Fighter) ====[/b] Oh, how the mighty have fallen. If you want Nova potential, look at Warpriest, it also has the AC bonus. If you're a critfisher, look at Kensei or Morninglord. The May nerf was brutal and killed the mighty Pitfighter. [b]== Invoker ==[/b] [b]==== [COLOR=#00BFFF]Arbiter of Forgotten[/COLOR][/b] [b]Justice(D381,Invoker) ====[/b] The key feature is the level 16 "crit on 19-20 with Radiant Powers". (Thank you, ''Painful Oath'') Then a level 11 feature turns your criting into a free HP-granting fountain. And the AP feature lets you step in on someone else's turn (see: ''Painful Oath'') to stop team monster. (OAs happen before the triggering action, so it should negate a monster attack every time you use it) The attack powers are all implement powers, which is ... less than optimal. But at least thanks to Essentials changes to implement proficiency, you can use your holy symbol for them. [b]==== [COLOR=#0000FF]'''Flame of Hope'''[/COLOR](PHB2,Invoker) ====[/b] Some of the Martyr powers have a leadership component. This PP can help emphasize that leadership angle... in particular ''Inspiring Action'' is pure gold. The attack powers are implement powers, so either have an implement or plan to ''Reserve Maneuver'' out of the e11. [b]== Monk ==[/b] [b][b]==== [COLOR=#0000FF]Ghostwalker[/COLOR](PHB3) ====[/b][/b] For masters of Defence. An additional +2 to defences, basically (Deadly Draw/Cunning Stalker at level 11, encounter stance at level 12), another woodshed power, and a stunning d20. Look at that aftereffect on the d20 though: if your AC is unhittable, that's "dazed until we decide to stop ignoring him". Also interesting for Ninjas, in that you have combat advantage on things you're hidden from, and this gives you concealment when you have Combat Advantage. Concealment allows you to stay hidden. Hm. You end up being able to hide just cause you're hidden, which is trippy but also useful. [b]==== [COLOR=#0000FF]Radiant Fist[/COLOR](PHB3) ====[/b] This is mostly a +resilience PP for censure of Pursuit avengers, but it also gives out some nice spike capacity. Combining the e11 power and the AP feature, you're looking at 1.5 rounds of +10 static damage. You got RRoT for free (well, I assume). Flurry of Blows will also add a nice bit of damage into your Nova turn. And the e20 is a nice encounter long damage buff. Then for durability, your AP feature also heals you, and the u12d gives you some really good damage resistance. If you're a hybrid Monk/Avenger, this is actually pretty awesome. [b]== [COLOR=blue]Ranger[/COLOR] ==[/b] Ranger draws include ''Adept Dilettante'', a couple of power swaps, ''Impaling Spear'' for the Chargers/Chasers, and ''Slashing Storm'' for more DPRz in Epic. [b]==== [COLOR=#0000FF]Darkstrider[/COLOR](Ranger,MP2) ====[/b] The key here is major bonus damage while hidden (3+Wis!). Ninjas, take note. An encounter power with an effect of "you are hidden" is also rather nice: note the lack of LoS requirements or stealth checks in there... The main problem is the powers: Str required for melee powers. Bah. To use this as a melee class, you'll need a lot of movement baked into your attack, so that you don't lose stealth until after you hit. Look for some of your invisibility powers, and ''Shadowflow Armor'' to keep your hidden status as you approach. [b]== [COLOR=blue]Rogue[/COLOR] ==[/b] Key draws are a power-swap or two, and ''Deft Blade'' [b]==== [COLOR=#FF0000]Daggermaster[/COLOR](PHB) ====[/b] PP powers aren't wasted, but the 18-20 Crit range is (the May 2010 nerf). Look at ''Thuranni Shadow Killer'' or ''Darkstrider'' instead. [b]==== [COLOR=blue]Daring Acrobat[/COLOR](MP) ====[/b] This is a +Spike damage PP, but you've got to work to take advantage of it. Start with a Light-Blade Charger (Power of Skill, Deadly Draw, Surprising Charge, Deft Blade), MC Rogue, and power swap for ''Low Slash'' or ''Tumbling Strike'' depending on your level. Now your Nova round (assuming you've already oathed the target) can have 4 attacks, AP for the extra move-]minor. Standard/Approach, Low Slash, Fury's Advance, Standard. At 16, you can make those two standards charges if you've got the boots to get an extra square of shift. But the fact that the PP powers require light blades devalues it until 17, when you can abuse ''Tumbling Strike's'' lack of a light blade requirement. But then you're giving up a very nice d20 to do so (and pushing ''Vengeful Parry'' off until level 23) [b]==== Jack of all Trades(MP2) ====[/b] This is not a DPR PP. This is 3/4 a skills-challenge-rocking PP, and 1/4 a "your d20 did HOW MUCH damage?!?" PP. Despite it being a Rogue PP, all the powers are compatible with your manga weapons and work well with them. They are Dex attacks, but that's hardly a problem. The rest of the PP is just "better at skills", "trained in more skills", and the like. That's pretty nice, but that's not anything that makes you better in the other 3 combats of the day, so the overall rating suffers. [b]==== Master of Poisons(MP2) ====[/b] Assuming you picked up a ''Spiderkissed'' weapon, +Stat to static. Add Int again by being a scholar for your Spike rounds. Unfortunately, the powers are less useful. The very powerful e11 requires a different stat than the f11, and thus never hits. The d20 suffers the same problem, but at least gets rerolls. The u12 will cause your mage to dance in the streets, if there's ever a ''Sleep, with the poison keyword'' power. But there isn't, so don't hold your breath. [b]==== Shadow Assassin(PHB) ====[/b] The draw here is Riposte Damage to convince foes to run, and Dex synergy. But you should have gone ''Darkstrider''. The other features and powers aren't beyond "hey, look. Damage", and don't do enough of that. [b]== [COLOR=green]Seeker[/COLOR] ==[/b] Obviously, those that MC seeker are going to be more of the archer builds, of which there is very little non-seeker support. So I can assume you have ''Distant Vengeance'', and regularly make RBAs. Draws include ''Primal Eye''. Well, that's pretty much where they end too. [b]==== [COLOR=blue]Crimson Hunter[/COLOR](PHB3) ====[/b] Expanded crit range. +1 to hit. Basically, +1 speed in combat. Good leader e11 that gives double-rolls. But you have to be all archer. [b]==== Moonrise Stalker(D413) ====[/b] Your woodshed powers all slow, which you may be able to turn into "stun", depending on which powers and who you target. Your AP now slows (since you've got tons of decent forced movement powers that you can use to turn into teleports). The e11 and u12e each provide nice mobility. At 16, your '''are''' a feyslaughter weapon, which solves certain combat puzzles. And the d20 can provide just silly teleport range (ranged-weapon). The only downside is that, as suiting a controller class, there's naught to really add to your striker. And that is a real downside. [b]== [COLOR=purple]Shaman[/COLOR] ==[/b] [b][b]==== [COLOR=#0000FF]Soul Igniter[/COLOR](D385,Shaman) ====[/b][/b] When you crit, +2 to speed, +2 to reflex, and +Wis_Mod damage on attacks for the rest of this round and the next one. Nice, especially since it kicks in at 11th level. And you do the same for anyone else in the party. And the encounter power has the important bit on an effect. And the daily gives you (and anyone else who crits) a damage aura of Wis Mod. Good things on a crit. Now, crit, without using your paragon path to do so. The only downside is a wasted level 16 feature and a meh d20... and the level 16 feature can be salvaged with a second feat(Sudden Call) [b]== [COLOR=purple]Swordmage[/COLOR] ==[/b] Two MC feats, neither of which is decent. One's +1 or +3 to AC for an encounter, another's skill training in one of two skills you don't care too much about, and a flavor feature. (And Implement proficiency with your sword, to reduce MID. But since you don't actually TAKE any implement powers, that's not too relevant) One draw is ''Intelligent Blademaster'' for freedom of deities to worship. Another is ''Eladrin Swordmage Advance'' for a bonus off-action attack power. In Epic, you talk Corellon into giving you his blessing, and then take Quickened Spellcasting for a 2nd round of nova action. This will probably work better as a [COLOR=blue]''hybrid''[/COLOR]. [b]==== Anarch of Shyr(FRPG) ====[/b] The AP feature is just about as good as it gets (Free Attack: This and ''ESA'' and your normal tricks can ramp your Nova round up to 5+ attacks). The u12 lets you tack on permafrost while keeping your Radiant Mafia, and keeping a real weapon. Unfortunately, for a single-class Avenger, that's all you've got. The rest of the PP is about helping assault swordmages, and as an single-class Avenger you aren't one. [b]== Warlock ==[/b] [b][b]==== [COLOR=#0000FF]'''Feytouched'''[/COLOR](PHB) ====[/b][/b] You are going to take the power-swap feat to grab ''Ethereal Sidestep'', and you are probably going to get a couple of items to extend it's reach. And then you're going to teleport every round, getting Int_Mod autodamage as your +striker class feature. Shame the level 16 features and the powers are all wasted. [b]==== [COLOR=#FF0000]Student of Caiphon[/COLOR](D366) ====[/b] Until the March 2010 errata, you could use a lightsaber and crit on 18+ with a real weapon. Now you can't, unless you're a Half-Elf or a Revenant (Half-Elf) and poach ''Eldritch Strike''. And if you do that, then it's an at-will Spam PP, which is it's own limitation. [b]=== Wizard ===[/b] [b][b]==== '''Bloodmage'''(PHB,Wizard) ====[/b][/b] Very nice spells, and the potential for some extra striker level damage from your class features. [b]==== [COLOR=#00BFFF]'''Simbarch of[/COLOR][/b] Aglarond'''(FRPG,Wizard) ==== The Striker draw is the 11th level power, which is a really good striker class feature disguised as a power. [[url]http://community.wizards.com/go/thread/view/75882/21967589/Using_an_encounter_power_more_than_once_in_an_encounter_A_miniguide[/url] You'll want to find ways to recharge that (Salve of Power)]. And the rest of the PP is for Martyrs and helps your survivability (but not much. You don't have that many surges to spend) [b]==== Wizard of the Spiral[/b] [b]Tower(PHB,Wizard) ====[/b] The draw is "The One Sword", which in your hands will be an extra-at will power that dazes. (Weapon attack vs. NACDs). But the class features are wasted. You don't specialize in an implement, so you don't get to use your longsword as one. Getting a Wizard MC power back won't be worth an action point, and your Charisma modifier isn't worth talking about. But did I mention the [COLOR=#00BFFF]'''near at-will daze power'''[/COLOR]? [Size=3][b][b]== Other ==[/b][/b][/size] [b][b]==== [COLOR=#FF0000]Son of Mercy[/COLOR](D370,Defender) ====[/b][/b] The Red rating is simply because [url=http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396] you're not actually allowed to take it./url] If you can talk your DM into allowing it, consider it [COLOR=#0000FF]'''blue to sky blue'''[/COLOR]. (One approach that might work would be to take a Defender Theme. But only the themes from Dark Sun were marked like that...) Assuming you passed your Fast-talk the DM check, you need to take the "Oath Strike" feat (or the Half-Elf feat to mark with your Dilettante power), but then you have a great +Defender and +Striker PP. You then get +Wisdom to damage against your oath target, and you slow your oath target each time you hit them. Powers are strength based, which seems unfortunate until you remember that large modifiers to static damage favor multi-attack powers. [b]==== [COLOR=#0000FF]Traveler's Harlequin[/COLOR](D382,Any) ====[/b] The training in Bluff is annoying, since most of the MCs you might take to get in won't give bluff. But some will, or you could use a background to get it. Either way, you get your MC feat investment back (do a retrain jig to turn that into a power-swap feat instead?), and the 16th level feature is again better for you than others. (If the d12 was a 5, for example, and your twin rolls were 5 and 8. Take the 5, then reroll both rolls). The key bit though is the 20th level daily power... Which is nearly any other PPs (20th) or class (19th) daily attack power you want. Um... You want ''Slayer's Ascendancy'' (Relentless Slayer's d20). Glad I could help. [/sblock] [Size=3][b][b]== Racial Paragon Paths ==[/b][/b][/size] [b]Show[/b] [sblock] [b]=== Changling ===[/b] [b]==== '''Chameleon'''(EPG,Changling) ====[/b] The best use of this is to grab Rain of Blows without having to have a high Dexterity or Strength... but now you've got to have a high Charisma. I'm going to assume you've MCd to Sorc or Bard to make use of that Charisma. If you're doing this, make sure one team mate is a fighter (for Rain of Blows) and another is a Bravelord for the Kord PP's daily. [b]=== Deva ===[/b] [b][b]==== '''Ancestral Incarnate'''(PHB2,Deva) ====[/b][/b] The reuse a power ability is still great. The daily power is a silly amount of healing if there are minions on the board, and another feature that's enough to make you take up Ritual Casting. But only the AP feature is something that would make a great striker PP. [b]=== Dwarf ===[/b] [b][b]==== '''Firstborn of Moradin'''(PHB2,Dwarf) ====[/b][/b] The survivability is good, and the powers are good, but you have to pump strength to use them. [b]=== Eladrin ===[/b] [b][b]=== Elf ===[/b] [b]==== [COLOR=#800080]'''Twilight Guardian'''[/COLOR](PHB2,Elf) ====[/b][/b] Weak. The Daily is a nicer control power than Entangle, but you're supposed to be a striker. [b]==== [COLOR=#800080]Darkening Blade[/COLOR](D382,Elf,Dusk Elf Stealth) ====[/b] Not in the same league as ''Darkstrider'' or ''Shadow-Killer''. The AP feature gives you a good approach for your NOVA turn. I'm not quite sure how the darkvision bit works, given that you typically have total concealment from a specific creature. (I expect it's supposed to be "when you're in complete darkness, you have darkvision), and the 16th level feature is pretty bad, actually (too many monsters can immobilize on OAs) and the 20th level power will keep your target from moving away from you. The 16th level feature makes a nice +Striker feature for Martyrs, but since nothing else in the path calls to them, I don't see too many taking it. [b]=== Githzerai ===[/b] [b][b]==== [COLOR=#0000FF]'''Rrathmal'''[/COLOR](D378,Githzerai) ====[/b][/b] The u12 really helps you isolate someone off to the side, the d20 is godly for a party with good tactics ('''[COLOR=#00BFFF]everyone's first attack of each round hits, assuming people know to chain effects? Wow.[/COLOR]'''). The features are decent... The only bad part is the e11, which has too high an opportunity cost for too low a payout. (Just At-Will is too low a payout for a wasted standard action). But since you no longer need to take Danger Sense, you can take Reserve Maneuver instead. [b]==== [COLOR=#0000FF]Storvakal[/COLOR](D378,Githzerai) ====[/b] The e11 rocks (even if you miss all enemies, you still get to move all allies. And you shouldn't miss all enemies), and one of the 11th level features reads "Power Attack for free"... but the Flavor is off, the AP feature is usually useless (the saves you need to make are the ones that prevent you from spending action points), the f16 is going to be forgotten each time it would come up, and the d20 is ridiculously conditional. But did I mention "Power Attack for Free"? [b]=== Goliath ===[/b] [b][b]==== '''Stoneblessed'''(PHB2,Goliath) ====[/b][/b] Mountain Crush goes great with Bloodiron, and you're obviously a Crit Fisherman going Barbarian anyway. I only think I'd try this for games that start at high level, and I'd treat Str+Con as my only two stats. [b]=== Half-Elf ===[/b] [b][b]==== Half-Elf Polymath(D385,Half-Elf) ====[/b][/b] Assuming Twin Strike is your Dilettante Power, the e11 is also known as "shots on the run", a good ranger daily power. So that's pretty nice. But there isn't a great 2nd at-will you'd want to poach (the melee-backup power for laser clerics from the same Dragon issue? Chuck&Charge?), and the compilation nerfed the action point feature beyond recognition. [b]=== Half-Orc ===[/b] [b]==== [COLOR=#0000FF]'''Bloodfury Savage'''[/COLOR](PHB2,Half-Orc) ====[/b] All the features are good, the powers are all good. And you don't even have to bump strength to use them. [b]==== Mighty Judge(D386,Half-Orc) ====[/b] Your real 16th level feature just frees up a feat. That's all. [COLOR=#FF0000]'''''Furious Judgement'''''[/COLOR] is a trap (trade 10 damage for 6.5 or 7 damage? Srsly?) The u12 is pretty lame, and the d20 is really just an encounter-long mark plus a 4{W} power. But [COLOR=#00BFFF]'''Overpowering Retribution'''[/COLOR] is a sweet sweet power. Interrupt attack, that usually negates an attack (PCs do more damage than monsters, especially Striker PCs), and might give a buff. [b]=== Halfling ===[/b] [b][b]=== Human ===[/b] [b]==== [COLOR=blue]Adroit Explorer[/COLOR](PHB2,Human) ====[/b][/b] A lot of your best encounter powers come at low levels (''Fury's Advance'', ''Relentless Stride'', ''Sequestering Strike'', ''Inexorable Pursuit'', ''Splinter the Formation''), so another dose of that is quite alright. The AP feature is nice, and having two action points to start the day means you'll have one for every combat in most games. Nothing great, but nice. And the d20 is hobbled by the same factors that make the e11 great: your best encounter powers are frequently the off-action ones, so using it as a daily immediate won't usually work out that well. So while I think it's a nice package, it doesn't close the deal with me. [b]=== Revenant ===[/b] [b][b]==== [COLOR=#0000FF]'''Avenging Haunt'''[/COLOR](D376,Revenant) ====[/b][/b] Phasing on an action point seems great to me, and staying conscious until negative bloodied is great, even if you are dazed for the time. Because the powers require physical stats, only Ninjas, Chasers, or Fishermen need apply. [b]=== Shadar-Kai ===[/b] [b][b]==== '''Abiding Reaper'''(D372,Shadar-Kai) ====[/b][/b] The best effect is Blood Calling: Combat Advantage for the last half (er, third) of each creatures life. That's not enough to make it interesting. [b]==== [COLOR=#FF0000]'''Doomspeaker'''[/COLOR](D372,Shadar-Kai) ====[/b] A trashtalker PP is awesome, but this one assumes you're a charisma rogue. [b]=== Shifter ===[/b] [b][b]==== [COLOR=#00BFFF]'''Moonstalker'''[/COLOR](PHB2,Shifter) ====[/b][/b] Amazing mobility. You also get a lot of bonus damage against prone, so use a Staggering or Tyrant's weapon, or wear Assault Boots. Also check out the discussion of ''Gauntlets of Brutality''. [b]==== [COLOR=#0000FF]Bloodfury Hunter[/COLOR] ====[/b] The most straight forward Pitfighter replacement for the Builder-Beige Shifter Avenger who got hit by the update. Unleash the beast is an encounter power that can last quite a while. And it gives you Wis_Mod to damage. And then on an action point, you get Wis_Mod to damage, including minor actions. That will usually be better for you than the old Extra Damage Action. The bad news is the other two powers use Str to make melee attacks and offer nothing special, but ''Reserve Maneuver'' fixes one of those. [b]=== Tiefling ===[/b] [b]==== '''Turathi Highborn'''(PHB2,Tiefling) ====[/b] The Frenzy would be awesome, but you would then have to care about Charisma. And you don't have the space for that. [/sblock] [Size=3][b]== Generic ===[/b][/size] [b]Show[/b] [sblock] [b]=== [COLOR=#0000FF]Champion of the Vigil[/COLOR][COLOR=#000000"](D390,Circle of Smoke and Whispers)[/COLOR] ===[/b] One for the Ninjas. Crit range of 19-20 while hidden is the main draw ... but the extra reroll doesn't hurt any. Make sure you can frequently become hidden. The encounter power doesn't get rerolls, but has an important effect an is an immediate. The utility power solves hiding problems for an encounter, and the daily is a nice alpha-strike power (free action to grant all your allies a free attack? Yeah, that's a daily) [b]==== [COLOR=purple]Contract Killer[/COLOR](BoVD,Evil,Stealth) ====[/b] A bunch of small bonuses that don't add up to anything [/sblock][Size=3][b] == Dragonmarked Paragon paths ==[/b][/size] [b]Show[/b] [sblock]The Eberron Player's Guide deliberately does NOT require characters with a given dragon mark are of the "correct" race. But your DM might, especially if you are trying to join a dragonmarked house to train in the paragon path. So I've noted the "expected" race. [b]==== '''Deneith Protector'''(EPG,Human) ====[/b] Get your Defender on. For the Martyr Master of Defense, but not your strongest choice. [b]==== [COLOR=#0000FF]'''Kudarak Ghorad'din'''[/COLOR](EPG,Dwarf) ====[/b] Good powers for a chaser, even if it's not more damage. You'll want to have acquired Thievery though (backgrounds?) The daily power though is weak, as it's not melee, and it doesn't use an implement... but it does dispel zones even on miss. [b]==== [COLOR=#800080]'''Medani Trueseer'''[/COLOR](EPG,Half-Elf) ====[/b] Ignore the picture of the guy with the double sword: all the attacks are ranged, and so don't get your oath bonus. It is good flavor, but the crunch is lacking. [b]==== '''Orien Swiftblade'''(EPG,Human) ====[/b] Good mobility. You can use Int as your attack stat, which Martyrs like. But nothing to focus damage. [b]==== [COLOR=#FF0000]'''Phiarlan Phantasmist'''[/COLOR](EPG,Elf) ===[/b]= Ninjas like the Invisibility, but the attacks are Int or Cha based, neither of which a Ninja has. You wanted the Other house of Shadow paragon path. [b]==== [COLOR=#800080]'''Sivis Truenamer'''[/COLOR](EPG,Gnome) ====[/b] Has the same "refresh Divine Rage" as Unveiled Visage, but with clearer language so that even I think it works. Your healing surge value shoots way up and you spread healing around, so it can help a Leader Minor. In the end, the path's focus on ranged powers dooms it to purple. [b]==== [COLOR=#00BFFF]Thuranni Shadow Killer[/COLOR](EPG,Elf) ====[/b] Invisibility ninjas like, stealth to your whole party, and a sweet striker damage feature for a nice good base. Then the e11 hits it out of the park, with a true multi-attack that also applies viscous effects. And then the u12 and d20 aren't bad either. [/sblock] [Size=3][b][b]== Epic Destinies ==[/b][/b][/size] Most Int based builds pick '''''[COLOR=#00BFFF]Sage of Ages[/COLOR]'''''(int). Chasers take '''''[COLOR=#0000FF]Invincible Vanguard[/COLOR]''''' or '''''[COLOR=#0000FF]Destined Scion[/COLOR]''''', Ninjas probably take '''''[COLOR=#0000FF]Destined Scion[/COLOR]''''' or something more thematic like '''''[COLOR=blue]Thief of Legend[/COLOR]'''''. Critvengers obviously go with '''''[COLOR=#00BFFF]Eternal Seeker[/COLOR]'''''(str), except for the late blooming Deva ones that go with '''''[COLOR=#00BFFF]Soul of the World[/COLOR]'''''. Radiant ones take '''''[COLOR=#0000FF]Radiant One[/COLOR]''''', obviously enough. Devas look hard at '''''[COLOR=#00BFFF]Soul of the World[/COLOR]''''' no matter what their build. [b]Show[/b] [sblock] [b]=== [COLOR=#0000FF]'''Avatar of Death'''[/COLOR](DP) ===[/b] The stat buffs are tailor made for the Martyr, and the PP is good all around. But the daily is somewhat lackluster (save-ends wear off too soon, without cheese) unless you have a ranger in the party... and there are encounter equivalents to apply radiant damage you can get elsewhere. [b]=== '''Avatar of Freedom'''(DP) ===[/b] The main problem is the Freedom domain is rather lackluster, so it's a wasted feat. The stats match up for Ninjas and Chasers, and the daily power is awesome minor leading... but this is a leader minor Destiny, not a striker one. (Ok, the level 30 feature is nice. But level 30 features frequently are.) [b]=== [COLOR=#800080]'''Avatar of Hope'''[/COLOR](DP) ===[/b] The main problem is the Hope domain is rather lackluster, so it's a wasted feat. The stats don't quite match up. Save for the paladin. [b]=== [COLOR=#800080]'''Avatar of Justice'''[/COLOR](DP) ===[/b] The stats work for Martyrs, controllers, and Unitarians, but the features are not anywhere near what they should be, and the utility power should be an encounter, not a daily. [b]=== [COLOR=#800080]'''Avatar of Life'''[/COLOR](DP) ===[/b] Martyrs would like the Utility power, but not as much as they'd like Demigod's Utility power, and Demigod's got better stat bumps. [b]=== [COLOR=#800080]'''Avatar of Storm'''[/COLOR](DP) ===[/b] This is for Sorcerers, for some reason. But they'll love it. [b]=== [COLOR=#0000FF]'''Avatar of War'''[/COLOR](DP) ===[/b] Crit Fisherman like this because of the boost to War's Channel Divinity power. But they like Eternal Seeker more. [b]=== '''Champion of Prophecy'''(EPG) ===[/b] The stat buffs aren't quite as nice as Demigod, but for everyone but Martyrs, it'll do. You don't have any daily powers to kill for ... so go take Demigod instead. Better in LFR because of the long adventuring days, but LFR isn't going to have Epic play for a while yet. [b]=== [COLOR=#0000FF]Dead God Avatar[/COLOR](D390) ===[/b] The star here is the utility power, which adds 20 to your Painful Oath damage for two turns (and 10 to your lightsaber damage for a turn), and is an encounter power. And has another nice kicker. +2 to Wisdom doesn't exactly suck either. [b]=== '''Demigod/Chosen'''(PHB/FRPG/DP) ===[/b] Was the generic default until ''X'' arrived. Now overshadowed. The Chosen Epic Destiny is basically the same, except that they replaced the broken regeneration utility power with god-specific different utility power, some less broken some even more ([COLOR=#00BFFF]'''Chosen of Erathis'''[/COLOR] + Relentless Assault = Fun Times). Generally has the same rating. [b]=== [COLOR=#0000FF]'''Deadly Trickster'''[/COLOR](PHB) ===[/b] The rerolls are less important for you than for others but are still good. The "don't expend power on 18+" feature is pure gold. Don't expend your power, 28% of the time. [b]=== [COLOR=blue]Destined Scion[/COLOR](HotFK) ===[/b] +2 to two stats, and another +1 to hit on top. Boring as all get out, but rather effective. [b]=== [COLOR=#00BFFF]'''Eternal Seeker'''[/COLOR](PHB) ===[/b] Infinite flexibility in power selection isn't bad. Pick up all the multi-attack powers you can find, end up with 0-2 Avenger attack powers. Just don't die, because you don't get an immortality feature until level 30, and you might want to poach something else instead. [b]=== [COLOR=#800080]'''Exalted Angel'''[/COLOR](DP) ===[/b] An epic destiny that can't even give straight flight. If you need to fly, buy some boots. If you need to be an angel, be a Favored Soul (Paragon Path) instead. MoDs might like for the extra defense, but that doesn't hit till 30. [b]=== [COLOR=#0000FF]'''Fury of the Wild'''[/COLOR](PP,Primal) ===[/b] +2 Wis, your crits do a nice chunk to all the enemies you haven't gotten to yet, and the power is an encounter one round nice bonus (+Wis to damage, +2 to hit, more). Not shabby. You'll probably need to be either a Warden or Barbarian to qualify, but the Barbarians MC feat is rather nice anyway. [b]=== '''Glorious Spirit'''(PHB2,Primal) ===[/b] You have to be Primal to get in, there's no "Once a Day when you die" feature, and the best part is, as usual, a broken level 30 feature. But it gives s splash of striker bonus damage, which is always at least decent, and gives good mobility (1/enc LoS teleport, at-will fly 6 as IR). For the level 30 feature: Remember you choose the die and are not required to use the higher one, and remember that you should have a large number of fight-long buff powers disguised as daily attacks. [b]=== [COLOR=#0000FF]'''Invincible Vanguard'''[/COLOR](MP2,Martial) ===[/b] The Str-boost is rather irrelevant (unless it qualifies you for Power Attack), but invigorating Overwhelming Strike is pretty nice, is as being able to take an action after a charge. As is a daily stance that adds 12 or 24 damage to a crit (depending on GM interpretation). The level 30 feature doesn't break the game in half, which is a nice change, but is still very nice for positioning. [b]=== '''Punisher of the Gods'''(D372) ===[/b] Very thematic. The Dragon Annual version is still very good, but the January 2010 Errata version doesn't recharge, so only helps you beat on one target/encounter. While that's decent, that's not great, and so I no longer suggest PotG. [b]=== [COLOR=#0000FF]Radiant[/COLOR][/b] [b][COLOR=#00BFFF]One[/COLOR](D366) ===[/b] Secondary stat to damage, frequently. Action advantage, and a utility power that means you still get your "got hit" bonuses but only take 45% of the damage. The thing here is that the current wording of the +DPR feature doesn't limit it to hits, or damage rolls, or anything really. If you do any damage instance, you do extra Fire&Radiant damage. So the power of the ED is really a function of your optimization level. [b]=== [COLOR=#00BFFF]Sage of Ages[/COLOR](AP) ===[/b] The extra die each round further increases your chances to hit/crit, and the 26th utility power gives a lot of good survival stuff if you can make a ridiculously high Arcana check. Less blatantly broken than pre-errata PotG or Eternal Seeker, yet just about as good for Int based Arcana types. [b]=== [COLOR=#800080]'''Saint'''[/COLOR](DP) ===[/b] It's a good Epic Destiny, but you don't have the healing powers to take advantage of it, nor the Charisma, etc. Let your Cleric or Paladin take it. [b]=== [COLOR=blue]Thief of Legend[/COLOR](D388) ===[/b] From a purely mechanical basis, it's really just '''black'''. +2 Dex,Wis, and a very niche daily utility. However the flavor quotient is huge, and the level 30 basically reads "permament Invisibility" if you want it to. [/sblock] [Size=3][b][b]== Racial EDs ==[/b][/b][/size] [b]Show[/b] [sblock] [b]=== [COLOR=#0000FF]'''Raven Consort'''[/COLOR](D372,Shadar-Kai) ===[/b] +2 Con isn't too relevant. Death's Companions is ... [COLOR=#00BFFF]Utterly awesome and broken[/COLOR]. But assuming your DM nerfs that, on the whole there are better options. Unless you optimize the heck out of your death save and can stay conscious while in negatives.. Then this is as good as it gets. [b]=== [COLOR=#0000FF]'''Disincarnate'''[/COLOR](D385,Deva) ===[/b] +2 Wis/Int (or Wis/Any, but let's be real here. You're a Deva Avenger). The Veil is only useful against things you could kill anyway, but you're an Epic Avenger... that's a lot of things. Fate Manipulation is handy. The Don't die feature is nice, and the level 30 feature is at a suitable "almost broken" level. Nice. [b]=== [COLOR=#00BFFF]'''Soul of the World'''[/COLOR](D385,Deva) ===[/b] You're a Deva who wanted to be a Half-Elf? Not too late. You don't get a Str Boost (+Int/Wis), but you do get two stat boosts, and can pick up ''Hurricane of Blades'', ''Oak Hammer Rage'', and another Barbarian daily if you want. Or Twin Strike at level 24, and ''Followup Blow'', ''Cascade of Blades'', and you choice of encounter powers. Or if you want to keep your ability scores normal, also add "elven swordmage" to your identity for ''Giant's Might'' and ''Quicksilver Stance''. ''Githzeria Blade Master''? You get the idea. [/sblock] [/url] [/QUOTE]
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