Due to a recent thread about a lack of Kheldian guides, I thought I'd post the updated version of this. Hopefully it'll help a few people, though I think a lot of us have worked out the kinks of the Archetype and the ins and outs of the Three Form.
Welcome one and all to the Peacebringer Three-Form guide! I decided to start this off because of the huge amount of confusion on Kheldians and the lack of many other guides. I regret that I've only stumbled up to Level 23 on my Peacebringer, and ideally I'd wait until I was in the higher levels before attempting a guide, but I feel that a little help is needed for a lot of people out there. So I'll give it a bash.
The Kheldians are very diverse Archetypes, as such there are undoubtedly many, many ways to play them. This guide will work to help you play as a "Three-Form" Peacebringer, that is, one who focusses on using all three of his forms to their maximum effectiveness.
In this guide I'll approach a number of topics:
Philosophy
Powers
Basic Tactics:
1 Human Form
2 Nova Form
3 Dwarf Form
Power Pools
My Build; Level by level
Philosophy. The Three-Form build is designed exclusively to exploit each of your forms to their full effectiveness. You will be switching forms a lot as the situation calls for it, and as such, Toggle powers will not be of much use, they'll only slow you down.
The purpose of the Khedian in this build is versatility, pure and simple - you will never be as powerful as a specialist AT, but your ability to "become" any other of them will give you great power.
To begin with,
Powers. Powers are presented in order of appearence with
Primaries in yellow and
Secondaries in pink
Level 1
Gleaming Bolt: Gleaming Bolt is your basic, 1st Level attack, it's very fast, and, in your few first levels will do reasonable damage. I recommend picking this up at creation against Glinting Eye due to the better speed it provides.
While it helps during the lower levels, it becomes less and less useful over time, I wouldn't slot this power at all.
Glinting Eye: Another basic attack, Glinting Eye does more damage, but is slower than Gleaming Bolt. You're unlikely to be using this in the higher levels so I advise against picking this power.
Incandescence: This is a simple Aut-power which you must pick at creation. It provides protection against Energy and Negative damage which isn't overly prevalent in villains. I don't recommend slotting this.
Level 2
Gleaming Blast: This power is nice for a little extra damage, but isn't all that useful without wasting slots in it. I'll pick this up but won't bother with any slots.
Shining Shield: As stated in the Philosophy section, toggles are not much use for a Three-Form PB. Do not bother to throw many (if any) slots in here.
Level 4
Essence Boost: This is a supremely useful power, in that it carries over to all your other forms. It boosts your total HP and provides some Toxic resistance which can help in those early Vahzilok missions. This power will be very helpful in making your Dwarf Form more effective, as well as making human and Novas tougher in battle. Pick this up early and give it two or three slots with Recharges in.
Level 6
Bright Nova: Pick this up! This is a corner-stone of the Three-Form and is
essential to the build. This form will allow you to storm through the next few levels with your insanely powerful AoEs. So far, I have 3 slots in this: Two Endurance Recovery (NOT Endurance
Reduction; we're using the same enhancements you usually stick in Stamina) and one Accuracy Buff. Later on it couldn't hurt to add more End. Recoveries.
Nova Powers should be slotted exclusively with damage - you already have an accuracy bonus to this form. Your Cone and AoE attacks (Scatter and Detonation) are the bread and butter of this build, however, in order to not screw over your other forms early on don't put too many slots in these too early. Two or three slots for each of them will do early on - later in the game you can afford to add more slots, it will also be helpful to add a few slots in your single-target powers, but only do this if you have slots going spare.
Radiant Strike: Superior damage, knockback, -Fly, this is an excellent power. Pick it up and slot it up. You'll probably need 1 Accuracy in this as your human form has no inherent accuracy bonus, but you should try and scrounge 3 or 4 other damage slots for this power. You'll be using this as an Alpha Strike (more on the usage of this power in Basic Tactics).
Level 8
Proton Scatter: This power would be useful, if it were not for the fact that your Nova Form already has it. I'm sure someone brave enough will try out an exclusive AoE monster build, but that's not what we're doing - for this build, Proton Scatter is useless. Go back and pick up Radiant Strike instead.
Level 10
Thermal Shield: As with the other toggles, this power is not really that useful. You may wish to pick a power pool over this power (more on Power Pools later), but I personally just grabbed it because it looks pretty.
Level 12
Build Up: Build up is always useful, and is essential to your human form (as we'll see later). I wouldn't recommend putting too many slots in it as they're rather scarce, but if you have any going free fill them with Recharges.
Luminous Detonation: Similar to Proton Scatter, this power isn't really needed - your Nova already has it and you don't want to have to slot it twice. Don't bother with this power.
Level 14
Quantum Shield: As with the other shield powers, not needed, you'd be better off grabbing a Power Pool.
Level 16
Group Energy Flight: As useful as Group Fly, not really useful to your build and highly situational. Only choose this if you want it for concept reasons.
Level 18
Incandescent Strike: A truly wonderful power, grab this straight away. This melee attack has a -fly, knockback and a Hold effect. This is needed for your human form. Slot it with one accuracy and fill the rest with damage. I reccomend 4 or 5 total slots early on, again, filling up to 6 in the later levels if possible.
Pulsar: Pulsar needs a few slots to make it useful, 2 Accuracy and 2 Disorient should be enough. Once those are in, it becomes useful to use in a human form support role if your team doesn't require damage or much tanking. It helps to control the enemy. Be aware, this power on its own is not enough to disorient a boss.
Level 20
White Dwarf: Get it now! Now now now! Another absolutely essential part of your build, the Dwarf form has the added advantage of looking really cool.
4 - 5 slots of Damage resistance in this power should cap it out, a 6th Endurance Recovery couldn't hurt, but isn't essential.
Your attacks aren't essential; damage isn't the point of this form, tanking is. If you have slots spare, it couldn't hurt to stick one or two extra damages in there, but don't bother in exclusion of something more useful. Your taunt power is important - you'll be using this form as an exclusive Tanker so you'll have to keep aggro well. One accuracy, one taunt duration and one recharge should be enough but feel free to get a second of each one in the later game.
Dwarf Step, your teleport power, is useful in that it's faster than Fly - if you're going to slot it at all, only bother with ranges. Once you run out of endurance simpl switch to Nova form and carry on flying until your endurance has recovered. You should not rest when travelling at all.
Your heal power is very useful whilst tanking and could benefit from 2 or 3 Recharges.
Level 22
Reform Essence: This power is very useful as it allows you to heal any of your three forms. If your Tank becomes damaged badly and your primary heal is still rechargin, simply switch to human, hit your heal, then switch back. This power shouldn't need too many slots as the downtime will be filled in by your Dwarf's heal (which can also be used if your other forms are damaged).
Level 24
Conserve Energy: A potentially very useful power. It will help with any endurance issues you have in all forms. I don't see this as essential.
Solar Flare: Your Dwarf form already has this power and your Noa fom already have plenty of AoEs. I won't be taking this power.
Level 26
Glowing Touch: A heal ally power, this is surpirsingly powerful. It does a decent amount of healing unslotted and has a fast recharge. I intend on 6-slotting this with Heals and to use it in a human support role to help when healing is needed.
WARNING! Speculation Ahoy! Unfortunetly, this is as far as I've managed to get my Kheldian. I'll do my best to explain what I'll be choosing and why, but the advice from here onwards will not be overly useful and is purely speculative.
Quantum Flight: A good "Panic button", I'll pick this up for those scary occassions when I don't notice a Void Seeker in time.
Level 32
Photon Seekers: I intend on taking this and using it for a Nova Alpha Strike. The Seekers will switch over to Nova form and should detonate to do extra damage alongside my usual Detonation and Scatter attacks.
Dawn Strike: I'll be picking this up to use as a nice secondary AoE after my initial Nova strike.
Level 35
Restore Essence: A revive power is rather situational and I don't intend on picking it up.
Level 38
Light Form: I'm not a fan of Unstoppable-esque powers, but I can see this can be useful in a dangeous situation. I'll be picking this up but it won't have a huge part in my build.
Basic Tactics.
1. Human Form: Onto the forms. Your human form is the base Kheldian, it's the essence of versatility, you have a wide variety of powers - ranged, melee, heals (self and ally) and damage resistance. No matter what's happening, it's likely your human form will be able to lend a hand. Your human form also has the advantage of having two very powerful melee attacks: Incandecent and Radiant Strike.
I use these as instant killers. Along with Build Up, firing off these two powers on one even con minion is a pretty much guarenteed instant kill. This is VERY useful for taking out Void Seekers alone, or for firing off an Alpha Strike against a boss. This tactic is likely to help a lot with soloing as a Peacebringer. My advice is to start off with Radiant as it's faster and can knockback, then while the enemy is getting back up, go for the Incandescent. Even if you don't kill him, it's possible that your hold will take effect and you'll be able to finish him off with Gleaming Blast and a few Bolts.
Your human form has access to Essence Boost (your Dull Pain power), so be sure to switch and activate it before a big battle, or before a Void Seeker. You should also switch to this form to heal a damaged friend with Glowing Touch.
2. Nova Form: This is your big damage guy. You'll want to be using your AoEs as much as much as possible. If you're fighting minions you should be able to easily wipe out or severely weaken anyone with a round of Scatter and Detonation. If you are in a well organised team with a good Controller/Tanker, it will be fairly safe to stay in Nova form the whole time, simply firing off your single-target attacks until the AoEs are recharged. In a group without good crowd-control, or alone, it's often wise to switch to another, safer form while waiting for your AoEs to recharge.
3. Dwarf Form. This is your pure damage taking meat-shield. Use your taunt frequently, and use your PBAoE Stomp atack to keep attention on you, and to knockback anyone who's hurting your team-mates. This form is good to use when you're waiting for other powers to recharge during a boss battle or for a quick switch if you need to heal yourself and your Human form heal is recharging.
Combination Tactics: This is where the Peacebringer gets interesting. Using each of your forms to complment each other is the essence of the Three-Form Build. It's also not easy to teach. As you play your build more you'll pick up little tricks and useful combos, but for now I'll share some of my own.
First of all, "Dealing with the Void Seeker". The Three-Build Form means you don't need to get a team-mate to take down a Void Seeker or Quantum Gunner for you. Human form allows you to take out a white, or even a yellow Void/Quantum minion with it's initial strike. If your alpha strike doesn't finish him off, use your human form to fly to safety, then use your human heal (and Dwarf heal if needed), wait for your powers to recharge, then return to finish him off. Alternatively, if you manage to hold him, switch to Nova form and fire off your AoEs. That's guarenteed to finish him off.
Against a group of enemies (no Void/Quantums) I typically follow a set attack scheme. First, Essence Boost and Build Up, then (quickly) Nova Form, then fire off both my Scatter and Detonation AoE attacks. If that doesn't kill what I'm attacking and the group is big enough to hurt me, I switch to Dwarf Form to finish them off safel, with my PBAoE footstomp and other attacks.
If there's a boss, I start off with the Void/Quantum Alpha strike, then fire off the Nova AoE strike, then switch to Dwarf to heal up and wait for recharge. Once everything is recharged, I repeat.
In a team, it's important to switch forms as your team-mates require it. You can continue to use your normal strikes to take out bosses etc. but you should always be ready to protect your team. You have a unique advantage over other ATs in that you can do anything you like. It's important, therefore, to know WHAT to do.
If your team has no Tanker (a Scrapper and Controller will often suffice) then its your duty to take on the tanking role. This doesn't mean you have to stay in Dwarf form all the time however... An excellent tactic is to take the lead with a Nova alpha strike and then quickly switch to Dwarf form. Not only have you done a lot of damage, but you've gained a lot of aggro without having to use your taunt. It is not advisable to try this anywhere but the beginning of a battle however - the aggro will quickly take out your Nova form.
If, in any team, you see a team-mate in trouble you should help him out. If the target is weak (a Blaster/Controller or Defender), your heal will only go so far. Consider firing off your heal then quickly switching to Dwarf Form to taunt away their attacker. If that fails, use your Dwarf form's PBAoE to knockback all those surrounding the team-member, then try something more drastic - either a Nova form to clear up, or a human form if there's only one attacker.
If the person in trouble is your Tanker or Scrapper it would be wiser to try and keep him healed, as said earlier, taunting his enemies away can often screw up a well placed burn patch or a Quills aura. Use only in dire circumstances.
Power Pools: For a typical Archetype, Power Pools are used to either enhance current powers or to fill in the missing gaps. As a Kheldian, there aren't really any gaps to fill in.
As a Three-Form Kheldian, toggle powers will be pretty much useless as you'll be switching from form to form regularly and don't want to waste time on resetting them every time. This means that Tough, Weave, and the Leadership powers are not useful enough to pick. Attack powers such as Jump Kick, Air Superiority or Boxing are also fairly needless, with your three forms you should have more than enough attacks to cycle through. Travel powers are also not needed, you have 2 - 3 types of Fly power as well as a useful Teleport ability to pick from.
Inherent powers will only work in human form, but can still be useful. This means the traditional Stamina route can still be picked - it will only be 33% as useful as on another AT, because it won't work on your other two forms, but if you've got spare power spaces it couldn't hurt.
The most ideal powers are clicks. These all carry over to your other forms - powers like Hasten, while (in my opinion) not essential, can still be useful.
Personally, I feel that the most useful Power Pools would be the Medicine pool. Your Peacebringer can do a lot of things pretty well, but only has one Ally-heal. With the medicine power pool you can grab another heal and a status-effect protection to make yourself more useful if a Defender is missing from a team and fill in a much needed gap.
Another very real possibility, is the Prescence Power Pool. The initial Taunt power (single or AoE) is not overly useful, but the final two powers which instill Fear could be very powerful for someone who wants to add more Controller abilities to their build. Definitely a possibility.
Overall, I feel that Power Pools are not anywhere near as essential to the Kheldians as they are to other Archetypes.
My Build; Level by level
For those interested, this is my personal build, level by level. I'll give an explanation for any unusual choices. For more info, check the power guide at the beginning.
Level 1: Gleaming Bolt.
Level 2: Gleaming Blast.
Level 3: 2 Slots in Ebergy Flight - your attack powers at this level won't be used much in the future so I'm refraining from slotting them and instead powering up my travel power. Essentially, these slots are wasted, you may wish to put them into any other power depending on your choice.
Level 4: Essence Boost.
Level 5: 2 Slots in Essence Boost - as before, your attacks aren't too important, stick recharges in Essence Boost and you'll get more use from it.
Level 6: Bright Nova - Well duh.

Level 7: 2 Slots in Bright Nova.
Level 8: Radiant Strike.
Level 9: 1 slot in Nova Scatter, 1 slot in Nova Detonation - get those AoEs powered up fast.
Level 10: Medicine Power Pool, Stimulant - this power will improve the usefullness of the Human Form by increasing your Defender characteristics, buffing against status effects is always nice.
Level 11: 2 slots in Radiant Strike.
Level 12: Build Up.
Level 13: 1 slot in Nova Scatter, 1 slot in Nova Detonation.
Level 14: Concealment Power Pool, Grant Invisibility - similar to Stimulant, this power will increase my buffing potential in human form, it grants a reasonable defense buff and provides a useful 100% stealth for your team mates.
Level 15: 1 slot in Nova Scatter, 1 slot in Nova Detonation
Level 16: Medicine Power Pool, Aid Other - not an amazing heal, it'll be easily outshined by Glowing Touch, but this should give your human form more early level potential, as well as opening the gates for Resucitate.
Level 17: 2 slots in Radiant Strike.
Level 18: Incandescent Strike.
Level 19: 2 slots in Incandescent Strike.
Level 20: White Dwarf.
Level 21: 2 Slots in White Dwarf.
Level 22: Pulsar.
Level 23: 2 Slots in White Dwarf.
Level 24: Reform Essence.
Level 25: 1 slot in Incandescent Strike, 1 slot in Bright Nova Blast
Level 26: Glowing Touch.
Level 27: 1 slot in White Dwarf Antagonize, 1 slot in Glowing Touch.
Level 28: Conserve Energy.
Level 29: 1 slot in Incandescent Strike, 1 slot in Glowing Touch.
Level 30: Quantum Flight.
Level 31: 2 slots in Bright Nova Scatter, 1 slot in Bright Nova Detonation.
Level 32: Dawn Strike.
Level 33: 1 slot in Bright Nova Detonation, 1 slot in Bright Nova Blast, 1 slot in Bright Nova
Level 34: 3 slots in Dawn Strike.
Level 35: Photon Seekers.
Level 36: 3 slots in Pulsar.
Level 37: 1 slot in Radiant Strike, 1 slot in Incadescent Strike, 1 slot in Bright Nova Blast
Level 38: Light Form
Level 39: 2 slots in Dawn Strike, 1 slot in White Dwarf.
Level 40: 2 slots in Photon Seekers, 1 slot in Glowing Touch
Level 41: Medicine Power Pool, Resucitate - for human form versatility again, doesn't need any slots and helps a great deal.
Level 42: 3 slots in Photon Seekers.
Level 43: 2 slots in Bright Nova Blast, 1 slot in Bright Nova Bolt.
Level 44: Fitness Power Pool, Swift - there aren't many useful powers left. Some people might want to go with Hasten but I intend on taking the Stamina line purely because they're all Auto powers.
Level 45: 3 slots in White Dwarf Flare - because AoEs are niiiice.
Level 46: 2 slots in White Dwarf Sublimation, 1 slot in White Dwarf Smite - not many "essential" powers left to slot so it helps to beef up the Dwarf Form.
Level 47: Fitness Power Pool, Health.
Level 48: 2 slots in White Dwarf Smite, 1 slot in White Dwarf antagonize.
Level 49: Fitness Power Pool, Stamina
Level 50: 1 slot in White Dwarf Flare, 1 slot in White Dwarf Sublimation, 1 slot in White Dwarf Smite.
Well, there you have it. My attempt at a Peacebringer build. I sincerely hope you'll read through (especially the tacics area, which explain how the powers and slots you've picked work off each other) and give it a try. There are other builds out there - one of the popular ones I've seen is the pure human. This form is probaby just as viable; I just don't have any experience with it.

Any questions or comments are greatly appreciated. I'll do my best to update the guide as I level up my Peacebringer.
Thanks for reading!
Version 2: Updated a few powers in the guide, added build to 50.