Category Archives: revenant

Character Concepts: Revenant Chaladin

I thought of this a few days ago, and forgot what thought process spawned it. One of Pelor’s faithful, gifted perhaps with modest healing powers, is captured by a necromancer and sacrificed in his own temple as part of an “unhallowing” ritual (causing statues to bleed, holy symbols to melt, the foundations crumble, etc). The character might belong to a powerful bloodline, or be “pure of heart”, or maybe the necromancer just needed someone. At any rate, he rises the next dawn, gifted with the powers of a paladin, with instructions from both the Raven Queen and Pelor to stop this person.

  • Prayers: Ardent Strike, Virtuous Strike, Valorous Smite, Majestic Halo
  • Feat: Human Soul

I figure that destruction of your village, while a RPG cliche, is sufficient to prompt most people to action. However I think that it’s much more personal if they actually kill you. The background should prove easy to work into most campaigns, as evil necromancers are a villainous staple of the genre. It also provides a reasonable explanation as to why a dead person is going about chanting prayers and channeling holy light, which to me is more interesting than another human, dwarf, or deva.

(what follows is just my thoughts on paladins over the ages, and has nothing to do with the above character)

I’ve seen people play paladins, thankfully never in the way commonly–and hopefully satirically–portrayed in other media; an annoying pretty boy (or girl) with armor and teeth that never tarnish, loudly proclaiming his intent to invade an orc camp, or complaining when the party wants to try subterfuge regardless of potential consequences, good or bad. Mostly I remember my players running them like they would any other character, with the occasional warning that they would forfeit their powers if they continued to proceed with an imminent infraction, which might have been due to a looser (read: more fun) interpretation of alignment and the paladin code.

Despite a lack of harrowing experiences, I’ve never really had any desire to play a paladin. In 2nd Edition it was partially because of the alignment restrictions and paladin code, partially because that the odds of me rolling a Charisma of 17, in addition to the other steep requirements, were slim to say the least, especially when you had to record your results in order. Come to think of it, I think that the only reason any of my friends played a paladin was because they rarely legitimately had the stats to do it, and when the opportunity finally arose they just wanted to see what all the fuss was about.

3rd Edition made things a bit easier since you got to roll 4d6, drop the lowest, and place them however you wanted to. Unfortunately 3rd Edition tied ability scores closely to the rest of the mechanics, and paladins wanted Strength, Constitution, Wisdom, and Charisma. It wasn’t unfortunate that they tied ability scores to mechanics, but that the paladin demands so much. You needed Strength for melee attacks, Wisdom to cast spells, Charisma for a few class features such as lay on hands, and Constitution to not die. And if that wasn’t enough, you were still double-teamed by Lawful Good only and the silly paladin code.

Ugh.

4th Edition paladins are much friendlier to everyone at the table. You don’t have a set alignment, and the ability scores you need are Strength or Charisma, and Wisdom helps. Strength and Charisma are used for your attacks, and there are sufficient prayers that you can pick one instead of spreading yourself too thin. Though divine challenge is keyed to Charisma, you can take a feat to link it to Strength instead, allowing you to forgo Charisma almost entirely. Last but not least, there’s no paladin code, so you’re free to act entirely within whatever character traits you desire.

Winning Races: Revenants

Unfortunately this Winning Races article isnt just for revenants, but revenant assassins, which isnt too strange seeing as both are DDI exclusive content and I can understand Wizards wanting to pimp both as much as possible. While it does provide about a half-page of fluff content for revenants, a few paragraphs are devoted to talking about how iconic the race-class combination is in terms of mechanics and story. Really though its a page of feats and ki foci.

Every feat requires that you be a revenant assassin with the exception of Raven Queen’s Disciple, which also demands that you have bleak disciple (increases temp hp gained by 1, 2 if its bloodied). Most of them mess with shadow form or dark reaping, though a few do some interesting things with one when you trigger the other. 
For example, Quick and Dead increases your shadow step distance after you’ve used dark reaping for the entire encounter, while Death Walk lets you use shadow step as a free action after using dark reaping.
Some of them require specific class features, even if the feat doesnt modify them at all (helps restrict them for multiclassing purposes). Specter of Death requires shade form, and makes you insubstantial when you are unconscious.
Some are just really fucking awesome. Swallowed by Shadow makes you invisible after using dark reaping, while Raven’s Queen Sanction allows you to deal full shroud damage to undead and shadow creatures if you miss with an attack (instead of deducting a shroud first).
The ki focuses are a bit more flexible, though all but one utilize features of the assassin class. There are five, but I’m only going to sum up three of them.
  • Cup of death adds to the temp hps gained from bleak disciple and has an encounter power that lets you shift after you hit an unbloodied enemy.
  • Death shroud deals standard crit damage, plus extras based on the number of shrouds a target has. It also has an encounter power that lets you auto-shroud a target that you hit.
  • Ghost mask deals d8s on a crit and lets you make an attack target Will and deal psychic damage once per encounter. 
Its a lot of interesting and useful options to customize revenants and assassins, with basically nothing in there for anything else. Its not bad, but I’d have rather seen something that supports revenants in general as opposed to on a specific combo. Still, it adds quite a bit, so if you were on the fence about a revenant assassin before this will almost certainly push you over. 

Character Concepts: Revenant Warlock

Rough concept using a tiefling infernal warlock as a basis. Simple and iconic. I suppose the concept here is a tiefling warlock that died, but is sent back by a devil in order to finish a job or just wreak more havoc. I envision her mask-like face having small horn-like growths to illustrate her tiefling soul. Hell, might even give her a tail for added emphasis.
Next level I’d end up taking Hellfire Soul so that darkreaping would deal fire damage to boot, since I would as a DM allow Hellfire Blood to apply to it as well.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Talon, level 1
Revenant (tiefling), Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact

FINAL ABILITY SCORES
Str 8, Con 18, Dex 13, Int 15, Wis 10, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 11, Int 15, Wis 10, Cha 14.

AC: 14 Fort: 14 Reflex: 13 Will: 13
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Bluff +7, Streetwise +7, Arcana +9, Religion +7

UNTRAINED SKILLS
Acrobatics +1, Diplomacy +2, Dungeoneering, Endurance +6, Heal, History +2, Insight, Intimidate +4, Nature, Perception, Stealth +1, Thievery +1, Athletics -1

FEATS
Hellfire Blood

POWERS
Warlock at-will 1: Eldritch Blast
Warlock at-will 1: Hellish Rebuke
Warlock daily 1: Tyranny of Flame
Warlock encounter 1: Diabolic Grasp

ITEMS
Adventurer’s Kit, Leather Armor, Spiked gauntlet, Dagger, Implement, Rod
====== Created Using Wizards of the Coast D&DI Character Builder ======

Character Concept: The Executioner; Revenant Fighter

The inspiration for this character came as I was reviewing the “Playing Revenants” article from Dragon Magazine on D&Di for Antioch’s blog.

The basic concept is a Battlerager Fighter (formerly a Dwarf) who was killed while defending a sorcerous ally to whom he was tirelessly devoted, and crawled his way out of the grave in order to continue doing so. I envision this character as an implacable wall of destruction with an unwavering, single-minded determination, wearing a black executioner’s hood to hide his ashen, sunken features, and wielding a huge ax.

Unfortunately as the Revenant is not yet available in the D&Di character builder, I had to build this guy the old fashioned way. Will revisit this post when the CB updates.

Executioner
Level 1 Revenant (nee’ Dwarf) Fighter
Fighter Talent: Battlerage Vigor

FINAL ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 14, Cha 13

STARTING ABILITY SCORES
Str 16, Con, 14, Dex 10, Int 8, Wis 14, Cha 13

AC: 16; Fort: 15; Ref: 11; Will: 12
HP: 31; Surges: 12; Surge Value: 7

TRAINED SKILLS
Athletics +7; Endurance +9; Intimidate +10 (Executioner background)

UNTRAINED SKILLS
Acrobatics 0; Arcana -1; Bluff +1; Diplomacy +1; Dungeoneering +2; Heal +2; History -1; Insight +2; Nature +2; Perception +2; Religion -1; Stealth 0; Thievery 0

FEATS
Level 1: Dwarf Soul

POWERS
Fighter At-Will: Crushing Surge
Fighter At-Will: Cleave
Fighter Encounter: Bell Ringer
Fighter Daily: Villain’s Menace

ITEMS
Adventurer’s Kit
Great Ax
Chainmail

This character is built for one thing…sheer durability. The Unnatural Vitality racial features for the Revenant and Battlerage Vigor class features synergize nicely toward this end, as does the Dwarven Soul feat, which will grant the executioner access to the Dwarven Resilience and allow him to use his Second Wind as a minor action. In other words, this guy can take a licking and keep on ticking.

The Executioner’s damage output is okay, with the high strength and constitution scores and the great ax (eventually he will take Dwarven Weapon Training to give him +2 to damge roles with axes, and Weapon Proficiency Executioner’s Ax, because it’s just plain perfect for him)

Defenses are pretty abysmal, which is okay since this character isn’t about avoiding hits as much as he is about ignoring them. However, I would take feats down the line to bolster his Will Defense as I see this guy as not being one to be easily dominated.

The Revenant And Other Strangeness

The new and much anticipated Revenant was released on D&DI tonight, in an article written by Dragon Magazine EIC Matthew Sernett, and as previously speculated on the Wizards of the Coast forums, it is indeed a full player race rather than a feat chain like we saw with the Dhampyr, and along with the Tiefling, Shadar-Kai, Drow and aforementioned Dhampyr, provides plenty of roleplay fodder for more ghoulish minded players.

Actually, that isn’t exactly fair. The Dragon article offers a wealth of information, flavor and player options for Revenant characters including Racial Feats, a Paragon Path and even an Epic Destiny. It’s enough to make anyone want to play one. In fact, I reckon that all across the world, players are plotting to murder their own characters so they can be resurrected as undead PC’s. I know I am…the Dark Reaping racial power and Reaper’s Quarry Feat are just too tasty for my Ranger to ignore.

In Western European mythologies, a Revenant is a corpse returned from the grave, similar to vampires, sometimes for a specific purpose such as avenging their own murder, sometimes just to pester one’s friends and neighbors…presumably for shits and giggles.

The Dungeons & Dragons design team has mined this concept for ideas and run with it, the result is the Revenant player race, who are the souls of a deceased individuals brought back to a sort of half-life by the Raven Queen (in the default D&D mythos) or whatever relevant cosmic entity you think is appropriate for your campaign, to accomplish a destiny not yet satisfied in life. It may also shock you to hear that, true to form for undead characters, they are sufficiently dark and brooding as they are constantly haunted by the fading apparitions of memories from their former life.

Revenants are described by the article as not looking like rotting husks of human corpses, but rather as frail yet preternaturally sturdy and quick humanoids with ashen and sunken features of a mask-like countenance and eyes that are pools of black with the burning ember of fiery red pupils in the center. Their hair is whispy and ranges from black to white and all shades inbetween, and their extremities terminate in scaly black talons like those of a raven.

Mechanically, Revenants receive a bonus to their Dexterity and Constitution scores, to reflect their graveborn agility and durability, and a racial bonus to Endurance and Intimidate skills because they don’t tire easy, and folks tend to feel ill at ease around people who know what death looks like. They are considered by the game to be (technically) living creatures, with the undead keyword attached (HUH!?) for the purpose of effects relating to said keyword. I guess that means they are subject to turning and rebuking. In addition to this, racial features include “Past Life” which allows you to take racial feats associated with your former self as well as Revenant specific feats (Imagine a Half-Elf Revenant…featastic!) There is also the “Unnatural Vitality” feature which allows a Revenant character to remain conscious and take a standard action even after being dropped to 0 hit points and the “Dark Reaping” racial power that allows them to add necrotic damage to one of their attacks after an enemy is dropped within their immediate vicinity.

In addition to their pretty freaking sweet racial features, Revenants also have a number of racial feats, most bolster their Dark Reaping power and Unnatural Vitality feature, and add a bit of undead flavor (stale saltines) to class features while others reconcile Revenants with their former selves, granting access to racial powers from whatever race they were in a previous life.

The Revenant Paragon Path is called the “Avenging Haunt” which is a path for those Revenants who are seeking revenge against those that wronged them in life. I don’t know if conceptually the desire for revenge has enough narrative depth to carry a character through Heroic and Paragon tiers, but meh…the PP has some pretty nifty features, including one where spending an action point makes characters gain insubstantial and phasing, a feature that grants you a bonus to hit and damage anyone who knocks you to 0 hp, and one that makes Revenant characters even harder to kill (psst…it’s called “Unkillable”) Powers include a per encounter attack called “Deathly Retort” that allows the character to revisit damage on someone who hits them within a wide range as an immediate reaction. Also, there is a daily utility called “Haunting Form” which is sustainable and grants the user Insubstantiality, Phasing, and Flight for a short time. Finally, there is a daily area attack that hits for a good portion of damage, and allows you to revisit damage on any of the targets that manages to strike you afterward, it’s called “Death Locus” So yeah…I’d be willing to hate on someone quite a while for that kind of coolness.

“Free Soul” is the racial Epic Destiny for the Revenant, which in an interesting turn, is all about being free of the shackles of predetermined destiny, and the idea is a Revenant who is free to chart the course of their own fate, no longer beholden to man or god. Sort of like the Mary Tyler Moore of unlife. The Free Soul offers players a number of interesting features, all flavored with the spice of freedom, such as “Destiny Claimed” which makes it so the character cannot be forced to re-roll (yay for exception based game design!) Other features allow Revenants to make savings throws as a free action, and reflect it back on the malicious bastard who attacked you. The Free Soul’s daily utility allows it to re-roll failed saves. All in all pretty tasty stuff.

I think that the most interesting part of the Revenant race is that it allows for a number of interesting narrative hooks for your character, being that their story really starts after they die. The lone, dark figure on a mission of revenge or atonement is a popular archetype in fantasy and other genres of literature, and the Revenant fits this mold perfectly.

Also, if your DM ever TPK’s the players, it will be easy for him to say “Whoops! Mulligan! You’re all Revenants now!”

Review: Playing Revenants

Playing Revenants touts itself as DDI exclusive content, which describes virtually everything else that gets put into both Dragon and Dungeon. It predictably introduces the revenant race, which are souls that have returned from death to enact vengeance, perform a fetch-quest for a powerful god, or just sheer emo-powah. The default assumption is that the Raven Queen wants you to do something, but the article drops suggestions that a devil might use your soul, or that you might come back to right a wrong.
They get a bonus to Con and Dex, can pick another race to crib race-specific options from, can take a standard action before dropping from having 0-or-less hit points, and their racial encounter lets them deal bonus damage by harnessing the soul of a creature that died nearby. Very cool, and I have a couple ideas brewing for a few characters already. The stat block also cites that they are ideal for warlocks, rogues, and assassins but since we wont see the assassin until September (I think), I’m just going to have to take their word for it.

Revenants look like slender MySpace bloggers: pale skin, sunken eyes, often black or white hair, and a rough, scaly texture near the ends of their limbs. Well…not the last part in most cases. This is all supposed to mark them as an agent of the Raven Queen, and despite my sarcasm I actually like all of these aesthetic touches as it makes them thematic to their origins and default purposes. I think that the designers handled this is a very elegant, logical way to a point where it makes sense even if you are playing a minotaur-turned-revenant (which is one of my character concepts).
In 3rd Edition this would likely be handled with a Level Adjustment and a template, which means that in most cases results in a ham-stringed character that might sound cool on the surface but ultimately drown in his own incompetence. I was wondering how they would pull this off, and I couldnt be happier with the results.

Revenants are designed to be a complete race, and Matt certainly doesnt skimp on the details. You get a complete set of feats for every tier (taking up almost five pages), a paragon path, and an epic destiny. First, lets talk feats.
There is one feat for basically every damned race in the game, and since the prerequisites are both the original race and revenant, you can only take the one that matches up with the race that you were before coming back from the dead.
Each racial feat gives the revenant the other race’s racial power, so an elf-revenant can use elven accuracy, while a dwarf-revenant can use second wind as a minor action. This is all balanced by the fact that usually you can only opt to use either the original race’s power or the revenant’s own darkreaping power.
For example, the minotaur one lets you make a basic attack before dropping without any limitation of frequency. These double-racial feats encompass almost all of Heroic tier, though a fair number apply to classes and modify your racial features (as to be expected), allowing you to avoid having to make Endurance checks due to starvation, thirst, or suffocation, or grant you temp hp when you trigger darkreaping.
The paragon feats let you extend the range of darkreaping, do it to more than one creature, gain poison resistance, and stay around kicking until you fail two death saves.
Epic wraps things up with four feats, one of which lets you take a full suite of actions while at 0 or less and also become insubstantial, while another gives you a bonus on death saves and if you roll a nat 20 lets you burn two surges and stand as a free action.

The only paragon path is avenging haunt, and if I had to complain it would be about the fact that we only get one, but since revenants were originally of another race this is more nit-picky than anything else.
The avenging haunt is fantastic at ramping up all of your racial features, making you insubstantial when you burn an action point, and staying unconscious until you are dead-dead (ie, negative half-hit points). The granted powers let you make a counterattack against anything that hits you within 20 squares, turn insubstantial, and a very powerful area-effect attack at level 20 that deals more damage if any affected creature hits you. It all comes together to really play up that “avenging” theme.
Finally, the free soul epic destiny lets you negate rerolls, make an immediate save, impose said saved condition against the creature that caused it, and you get a daily power that lets you reroll a failed save and reroll a save for the entire encounter therafter.

This article does a great job of reminding me why DDI is an excellent investment beyond just the Character Builder. This right here would be worth five bucks, so I consider my money well spent several times over. I’m going to work on a few revenant concepts and see what I can do, and if my players want to off themselves to give it a whirl, I dont blame them.