Certain Justice - Megaoverpowered?

Without Feat:
A lot of it depends on the rest of the party... for example, a fighter ally might ensure a lock with combat superiority... add on knockdown assault and it's just grim.

Squamous Spitter – Burrow gives it an extremely good chance to escape mark.
Thief of Life – mostly screwed, slight chance that Flight to Life will help.
Sharn Phaseblade – Double turns and phase distortion means it can ‘run’ 20 per turn, so it should be able to easily escape.
Vile Host – eh, not much. Devastating Slam might give it an opportunity to escape, if the paladin is only speed 5 (and doesn’t have an item or feat to help with charging or moving) and isn’t willing to just make a ranged attack. Okay, nevermind, it's got nothing.
Abyssal Spitter – not really bothered too much by daze, being a hydra-like thing. If it’s in water it might just be able to escape. If not, its damage is reduced to 3/8 by the weaken and daze effectively… its chance to hit the paladin is also pretty awful.
Animated Carriage – speed 12 with a trample that knocks prone, should be able to escape
Foul Gibberer – nothing
Wellspring Horror – nothing
Malachi’s Butcher – nothing
Sarshan – Shadow Attack should give it a decent chance to escape
Treasure Golem – Weight of Greed gives it a decent chance to escape
Chillreaver – Flight, fearful presence, immobilize and daze attacks – should have no problems escaping
Icetouched Behir – nothing
Banelar Naga – at-will stun and unsconsciousness… should be no problem.

Dragons (in general) - 1/enc Fearful Presence might do it (pretty good chance). Flight _might_ do it, especially if the dragon is willing to just leave entirely for several rounds, though that's counterable.
Gray - Breath pushes and immobilizes. On a failed save by the paladin, the dragon might have a chance over multiple turns to disengage.
Mirage - Bite _might_ eventually make the paladin unconscious and let it break mark, though it's not very viable (high likelyhood of miss, requires failed save, can use outside means to get bonus saves, are still likely left adjacent to dragon at first, etc). At-will teleport gives it a decent chance of escape.
Purple - Breath weapon dazes and on a failed save slides the target. Decent chance of escape.
Tiamat – Tail dominate 1/enc might help. Teleport 3 at-will might too.
Brown – Burrow might easily trump the mark.
Gray – Breath weapon immobilizes, and stone’s embrace can petrify immobilized with aftereffect immobilized, so reasonable chance it can escape over multiple rounds.
Tempest Dragon – Crazy dazing and easy sliding, it’s likely all set. Depends on how easily the paladin can make ranged attacks.
Dracolich – Breath weapon lets it escape mark.

With the Persistent Feat:

Fearful Presence mostly doesn’t work, so dragons are in a lot tougher situation. Unless it can just fly away, Tiamat and Gray are probably not happening. Things relying on disabling or escaping for a single round (Thief of Life, Treasure Golem) mostly just won’t succeed.

Replying to a couple of the ones you looked at, just for clarity:
Black Dragon being in its cloud of darkness doesn’t help. Line of sight doesn’t matter. Ditto Shadow Dragon.
Blue Dragon’s push and prone likely doesn’t matter.
 

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I am glad to realise I am not mad (yet) ;).

Most of the dragons cant do much, unless they completely disengage. Ugly sceene to say the least, powerfull monster have to run away for some time ... not very "flavorfull".

And this with solos alone. As you guys realised: javelings, ranged powers, I will not even start with multiclassing to get more ranged powers... Most slow, immobilize, and darkness do nothing to avoid the mark. (Not to mention powers that can "mark until the end of the ecounter").

And how about elites? Special mini-bosses?

I dont know .. this power smells like "daily", not encounter to me.:devil:
 
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beeing dazed a long time is pretty mean, because you can´t reach someone who is 5 ft away... right?

Is there a rule that unconsciousness ends marks/oathes/sustained effects?

Houserule proposal: make this condition last only until end of turn, but sustainable.
 

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