Barbarian Bruiser

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Barbarian Bruiser: Barbarian/Kensei/Reincarnate Champion


Barbarian_Bruiser_by_rothgar13.jpg


This Build uses the following sources:
AV - Adventurer's Vault

AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX

EPG - Eberron Player's Guide
HotFL - Heroes of the Fallen Lands
MP - Martial Power

MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PrP - Primal Power

NOTE: All DPR calculations are made against an enemy of an AC equal to the character's level + 14, and other defenses equal to the character's level + 12.

Level 1 Snapshot

Race: Goliath (PHB 2)
Class: Barbarian (PHB 2)
Feral Might: Rageblood Vigor (PHB 2)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 16 (+3)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 13 (+1)
Charisma 10 (+0)

HP: 31 --> 15 base, +16 ability (Constitution)
Bloodied: 15 HP or less
Healing Surges: 11 --> 8 base, +3 ability (Constitution)
Healing Surge Value: 7 HP

AC: 16 --> 10 base, +3 armor, +2 ability (Dexterity), +1 Barbarian Agility
Fortitude: 16 --> 10 base, +4 ability (Strength), +2 class
Reflex: 13 --> 10 base, +2 ability (Dexterity), +1 Barbarian Agility
Will: 12 --> 10 base, +1 ability (Wisdom), +1 racial

Initiative: +2 --> +2 ability (Dexterity)

Speed: 6 --> 6 base

Howling Strike: +7 vs. AC; Rampage: +7 vs. AC
Hit: 1d12+1d6+4 damage
Critical: 1d12+22 damage
Rampage, Hit: 1d12+4 damage
Rampage, Critical: 1d12+16 damage

DPR: (0.60)*(14) + (0.05)*(28.5) + (0.05)*(0.60)*(10.5) + (0.05)*(0.05)*(22.5) = 10.20 DPR

Howling Strike (Charge): +8 vs. AC; Rampage: +7 vs. AC
Hit: 1d12+1d6+4 damage
Critical: 1d12+22 damage
Rampage, Hit: 1d12+4 damage
Rampage, Critical: 1d12+16 damage

DPR: (0.65)*(14) + (0.05)*(28.5) + (0.05)*(0.60)*(10.5) + (0.05)*(0.05)*(22.5) = 10.90 DPR

Racial Powers:
Stone's Endurance (PHB 2)

At-Will Attack Powers:
L1 - Howling Strike (PHB 2)
L1 - Pressing Strike (PHB 2)

Encounter Attack Powers:
L1 - Desperate Fury (PrP)

Daily Attack Powers:
L1 - Swift Panther Rage (PHB 2)

Skills:
Athletics (+10) --> +4 ability (Strength), +5 trained, +2 racial, -1 armor
Endurance (+7) --> +3 ability (Constitution), +5 trained, -1 armor
Nature (+8) --> +1 ability (Wisdom), +5 trained, +2 racial

Feats:
L1 - Weapon Proficiency (Fullblade) (PHB)

Gear (Expected GP = 100):
Fullblade (AV) (30 gp)
Javelin (4) (PHB) (5 gp each, 20 gp total)
Hide armor (PHB) (30 gp)
Standard adventurer's kit (PHB) (15 gp)
5 gp

Discussion:

The initial ability score distribution is important for our novice Bruiser. Strength gets the great majority of the build points (9 out of 22, for a 16 before racial modifiers) because most of the attack rolls this character will make are modified by that ability. Dexterity and Constitution follow (5 out of 22 each, for a 14 before racial modifiers) for different reasons: Constitution will help out with a few feats and make you tougher, whereas Dexterity will help your Reflex and AC. Wisdom gobbles up the remaining points (3 out of 22, for a 13 before racial modifiers) to help patch up your Will defense and qualify for a feat or two. Intelligence and Charisma have little relevance here, so the remaining 10 and 8 can go in either.

Early in our Bruiser's career, we want to establish two things: accuracy (accomplished by favoring Heavy Bladess), and damage (by picking the most damaging Heavy Blade - the Fullblade). You can't ignore Ranged combat, though, so the Javelins made their way into the build. The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Howling Strike is an absolute no-brainer for a damage-based character, especially one who likes to charge. Pressing Strike provides the power of versatility to supplement that. Desperate Fury is a Striker power through and through: big damage, and the possibility of a reroll. Swift Panther Rage also offers hefty damage, and it also allows you to charge continuously without leaving yourself open to be interrupted.


Level 2

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Master at Arms (HotFL)
New Utility Power: Shrug it Off (PrP)

Magic Items (Expected GP = 1,920):
L3 (680 gp): +1 Bestial Hide Armor (AV)
L3 (680 gp):
+1 Vanguard Fullblade (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
TOTAL: 1,880 gp

Discussion:
At this level, some major changes occur. You pick up Master at Arms for some additional accuracy, Shrug it Off provides you with a way to escape nasty effects, and you get your first taste of magic items. While not everyone can cherry pick their lists, you should strive for a Vanguard Fullblade for the time being: that extra charging damage can come in handy, as can the ability to ignore OA's via the Badge of the Berserker. Last but not least, the Bestial Hide Armor provides some nice extra punch once per day.


Level 3

Changes:
+6 HP
New Encounter Attack Power: Brutal Slam (PrP)

Magic Items (Expected = 2,560):
L3 (680 gp): +1 Bestial Hide Armor (AV)
L3 (680 gp): +1 Vanguard Fullblade (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 2,400 gp

Discussion:
At this level, Brutal Slam provides you with an excellent way to set yourself up for some charging space, and the Farbond Spellblade enchantment gives you a legitimate Ranged option.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Dexterity (15)
New Feat: Weapon Focus (Heavy Blades) (PHB)

Magic Items (Expected GP = 3,200):
L3 (680 gp): +1 Bestial Hide Armor (AV)
L3 (680 gp): +1 Vanguard Fullblade (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 2,400 gp

Discussion:
At this level, you start investing in your Strength and Dexterity scores, and you pick up a neat damage bonus in Weapon Focus. As far as items go, it's better to sit and wait for a while here.


Level 5

Changes:
+6 HP
New Daily Attack Power: Rage of the Crimson Hurricane (PrP)

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L3 (680 gp): +1 Bestial Hide Armor (AV)
L3 (680 gp): +1 Vanguard Fullblade (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 4,200 gp

Discussion:
This is a big level for you offensively; not only do you pick up your second Rage power in the Rage of the Crimson Hurricane, but you also get the welcome extra damage that is the Iron Armbands of Power.


Level 6

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Reckless Charge (PrP)
New Utility Power: Combat Surge (PHB 2)

Magic Items (Expected GP = 6,400):
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L3 (680 gp): +1 Bestial Hide Armor (AV)
L3 (680 gp): +1 Vanguard Fullblade (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 6,000 gp

Discussion:
A big offensive jump for your character, you get another handy bonus to charging damage in the Horned Helm, as well as some extra accuracy on those charges via Reckless Charge, and an emergency reroll in Combat Surge.


Level 7

Changes:
+6 HP
New Encounter Attack Power: Curtain of Steel (PHB 2)

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): +2 Vanguard Fullblade (AV)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L3 (680 gp): +1 Bestial Hide Armor (AV)
L2 (520 gp): +1 Badge of the Berserker (AV 2)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 8,720 gp

Discussion:
At this level, you upgrade your Vanguard Fullblade, and you pick up a fearsome reprisal power in Curtain of Steel.


Level 8

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Dexterity (16)
New Feat: Battle Awareness (Intimidate) (MP)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Vanguard Fullblade (AV)
L7 (2,600 gp): +2 Badge of the Berserker (AV 2)
L7 (2,600 gp):
+2 Marauder's Hide Armor (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L2 (520 gp): +1 Farbond Spellblade Fullblade (AV 2)
TOTAL: 12,720 gp

Discussion:
At this level, you pick up an offensive and defensive boost via the increase in modifier to what are arguably your two most important ability scores, and you upgrade your armor to the excellent defensive property of Marauder's Hide (which helps counteract the detriment of Reckless Charge), as well as your Neck Slot Item. Last but not least, the Fighter Multiclass feat gives you a free attack once per encounter and access to a really good Paragon Path list.


Level 9

Changes:
+6 HP
New Daily Attack Power: Oak Hammer Rage (PHB 2)

Magic Items (Expected GP = 16,000):
L8 (3,400 gp): +2 Vanguard Fullblade (AV)
L7 (2,600 gp): +2 Badge of the Berserker (AV 2)
L7 (2,600 gp): +2 Farbond Spellblade Fullblade (AV 2)
L7 (2,600 gp): +2 Marauder's Hide Armor (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 14,800 gp

Discussion:
At this level, Oak Hammer Rage's At-Will prone shenanigans make it easier to generate enough space to charge, and you upgrade your backup weapon as well.


Level 10

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Wintertouched (PHB)
New Utility Power: Reactive Surge (PHB 3)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L8 (3,400 gp): +2 Vanguard Fullblade (AV)
L7 (2,600 gp): +2 Badge of the Berserker (AV 2)
L7 (2,600 gp): +2 Farbond Spellblade Fullblade (AV 2)
L7 (2,600 gp): +2 Marauder's Hide Armor (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 19,800 gp

Discussion:
At this level, the Wintertouched feat will be a harbinger of great changes to come, and the Reactive Surge skill power gives you an excellent durability tool. Finally, the incredible Boots of the Mighty Charge lets you set up some vicious charging combos with your Encounter powers.


Level 11 Snapshot

Race: Goliath (PHB 2)

Class: Barbarian (PHB 2)

Feral Might: Rageblood Vigor (PHB 2)

Multiclass: Fighter (PHB)

Paragon  Path: Kensei (PHB)



Ability Scores, with racial adjustments:

Strength 21 (+5)
Constitution 17 (+3)

Dexterity 17 (+3)

Intelligence 9 (-1)

Wisdom 14 (+2)

Charisma 11 (+0)

HP: 92 --> 15 base, +17 ability (Constitution), +60 levels

Bloodied: 46 HP or less

Healing Surges: 11 --> 8 base, +3  Constitution
Healing Surge Value: 23 HP



AC: 25 --> 10 base, +5 levels, +3 armor, +3 ability (Dexterity), +2 enhancement, +2 Barbarian Agility
Fortitude: 24 --> 10 base, +5 ability (Strength), +5 level, +2 enhancement
, +2 class
Reflex: 22 --> 10 base, +3 ability (Dexterity), +5 level, +2  enhancement, +2 Barbarian Agility

Will: 20 --> 10 base, +2 ability (Wisdom), +5 level, +2 enhancement, +1 racial

Initiative: +8 --> +3 ability (Dexterity), +5 level



Speed: 6 --> 6 base

Howling Strike: +20 vs. AC with CA; Rampage: +20 vs. AC with CA
Hit: 1d12+2d6+19 cold damage
Critical: 2d12+2d6+43 cold damage
Rampage, Hit: 1d12+19 cold damage
Rampage, Critical: 2d12+2d6+31 cold damage

DPR: (0.75)*(32.5) + (0.05)*(63) + (0.05)*(0.75)*(25.5) + (0.05)*(0.05)*(51) = 29.51 DPR

Howling Strike (Charge): +22 vs. AC with CA; Rampage: +20 vs. AC with CA
Hit: 1d12+3d6+19 cold damage
Critical: 2d12+2d6+49 cold damage
Rampage, Hit: 1d12+19 cold damage
Rampage, Critical: 2d12+2d6+31 cold damage

DPR: (0.85)*(36) + (0.05)*(69) + (0.05)*(0.75)*(25.5) + (0.05)*(0.05)*(51) = 36.03 DPR

Racial Powers:

Stone's Endurance (PHB 2)



At-Will  Attack Powers:
L1 - Howling Strike (PHB 2)
L1 - Pressing Strike (PHB 2)

Encounter  Attack Powers:
L1 - Desperate Fury (PrP)

L3 - Brutal Slam (PrP)
L7 - Curtain of Steel (PHB 2)

L11 - Masterstroke (PHB)



Daily Attack Powers:
L1 - Swift Panther Rage (PHB 2)
L5 - Rage of the Crimson Hurricane (PrP)

L9 - Oak Hammer Rage (PHB 2)



Utility Powers:
L2 - Shrug it Off (PrP)
L6 - Combat Surge (PHB 2)
L10 - Reactive Surge (PHB 3)

Skills:
Athletics (+16) --> +5 ability (Strength), +5 trained, +5 level
, +2  racial, -1 armor
Endurance (+12) --> +3 ability (Constitution), +5  trained, +5 level, -1 armor
Intimidate (+10) --> +0 ability (Charisma), +5 trained, +5 level

Nature (+14) --> +2 ability  (Wisdom), +5 trained, +5 level
, +2 racial

Feats:
L1 - Weapon Proficiency (Fullblade) (PHB)
L2 - Weapon Expertise (Heavy Blades) (PHB 2)
L4 - Weapon Focus (Heavy Blades) (PHB)
L6 - Reckless Charge (PrP)
L8 - Battle Awareness (Intimidate) (MP)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)

Changes:
+7 HP

Ability Score Boosts: Strength +1 (21), Constitution +1 (17), Dexterity +1 (17), Intelligence +1 (9), Wisdom +1 (14), Charisma  +1 (11)
New Encounter Attack Power: Masterstroke (PHB)

New  Feat: Lasting Frost (PHB)

New Paragon Path: Kensei (PHB)



Magic  Items (Expected GP = 32,000):
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)

L8 (3,400 gp): +2 Frost Fullblade (PHB)

L7 (2,600 gp): +2 Badge of the Berserker (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Fullblade (AV 2)
L7 (2,600 gp): +2 Marauder's Hide Armor (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L2 (520 gp): Siberys Dragonshard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 29,320 gp

Discussion:
A huge amount of change goes on at this level; the first thing is that Lasting Frost incites you to swap your Vanguard Fullblade for a Frost one, and thus enjoy the huge amount of free damage it provides (further enhanced by the Gloves of Ice and the Siberys Dragonshard). Finally, the Kensei Paragon Path provides you with even more accuracy, which makes you a very precise engine of destruction.



Level 12

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Deadly Rage (PHB 2)
New Utility Power: Ultimate Parry (PHB)

Magic Items (Expected GP = 48,000):
L13 (17,000 gp): +3 Frost Fullblade (PHB)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L7 (2,600 gp): +2 Badge of the Berserker (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Fullblade (AV 2)
L7 (2,600 gp): +2 Marauder's Hide Armor (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L2 (520 gp): Siberys Dragonshard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 42,920 gp

Discussion:
At this level, you pick up a nice extra punch feat in Deadly Rage, a solid defensive utility in Ultimate Parry, and an uprgrade for your main weapon as well.


Level 13

Changes:
+6 HP
New Encounter Attack Power: Storm of Blades (PHB 2) (replaces Desperate Fury)

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Frost Fullblade (PHB)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Marauder's Earthhide Armor (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L7 (2,600 gp): +2 Farbond Spellblade Fullblade (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L2 (520 gp): Siberys Dragonshard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 63,720 gp

Discussion:
At this level, you pick up the mighty Storm of Blades power, which has some downright enormous burst damage potential, and you upgrade your armor and Neck Slot Item as well.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Dexterity (18)
New Feat: Improved Initiative (PHB)

Magic Items (Expected GP = 80,000):
L13 (17,000 gp): +3 Frost Fullblade (PHB)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): +3 Marauder's Earthhide Armor (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp):
Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L5 (1,000 gp): Ruby Scabbard (AV)
L2 (520 gp):
Siberys Dragonshard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 75,120 gp

Discussion:
At this level, you upgrade your backup weapon, get some significant ability score bumps, you get a feat that betters your odds of starting the fight with a bang in Improved Initiative, and you upgrade your backup weapon and a mean way to respond to getting Bloodied in the Backlash Tattoo and a minor bonus in the Ruby Scabbard.


Level 15

Changes:
+6 HP
New Daily Attack Power: Thunderfury Rage (PHB 2) (replaces Swift Panther Rage)

Magic Items (Expected GP = 112,000):
L13 (17,000 gp): +3 Frost Fullblade (PHB)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): +3 Marauder's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L5 (1,000 gp): Ruby Scabbard (AV)
TOTAL:
100,800 gp

Discussion:
At this level, Thunderfury Rage will give you a mean disincentive against your enemies, As far as items go, you upgrade your Dragonshard for even more damage and you grab some luck alteration in the Dice of Auspicious Fortune.


Level 16

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Armor Specialization (Hide) (PHB)
New Utility Power: Spur the Cycle (PHB 2)

Magic Items (Expected GP = 160,000):
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L13 (17,000 gp): +3 Frost Fullblade (PHB)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): +3 Marauder's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L5 (1,000 gp): Ruby Scabbard (AV)
TOTAL: 144,000 gp

Discussion:
At this level, you pick up some extra damage via the Kensei feature and the Iron Armbands of Power upgrade, as well as some potential havoc-wreaking via Spur the Cycle and some AC in Armor Specialization.


Level 17

Changes:
+6 HP
New Encounter Attack Power: Iron Breaker's Shout (PrP) (replaces Brutal Slam)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Frost Fullblade (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): +3 Marauder's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Horned Helm (Heroic Tier) (PHB)
L5 (1,000 gp): Ruby Scabbard (AV)
TOTAL: 212,000 gp

Discussion:
At this level, you get an awesome power in Iron Breaker's Shout, and you upgrade your main weapon.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Dexterity (19)
New Feat: Improved Defenses (HotFL)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Frost Fullblade (PHB)
L17 (65,000 gp): +4 Marauder's Darkhide Armor (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L12 (13,000 gp): +3 Badge of the Berserker (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
TOTAL: 307,200 gp

Discussion:
At this level, you upgrade both your armor, your ability score, your Horned Helm, and your NADs via the Paragon Defenses feat.


Level 19

Changes:
+6 HP
New Daily Attack Power: Desert Wind Rage (PrP) (replaces Rage of the Crimson Hurricane)

Magic Items (Expected GP = 400,000):
L18 (85,000 gp): +4 Frost Fullblade (PHB)
L17 (65,000 gp): +4 Badge of the Berserker (AV 2)
L17 (65,000 gp): +4 Marauder's Darkhide Armor (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L12 (13,000 gp): +3 Farbond Spellblade Fullblade (AV 2)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 396,200 gp

Discussion:
At this level, you pick up the awesome autodamage of Desert Wind Rage, an upgrade for your neck item, another way to beat the odds in the Stone of Earth, and an upgrade for your scabbard, too.


Level 20

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Weaponsoul Dance (PHB)
New Feat: Avalanche Reaver (MP 2)

Magic Items (Expected GP = 560,000):
L18 (85,000 gp): +4 Frost Fullblade (PHB)
L17 (65,000 gp): +4 Badge of the Berserker (AV 2)
L17 (65,000 gp): +4 Farbond Spellblade Fullblade (AV 2)
L17 (65,000 gp): +4 Marauder's Darkhide Armor (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp):
Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 465,200 gp

Discussion:
At this level, you pick up the solid Avalanche Reaver feat for pushing after a charge, the Kensei offers its final gift in the Path Daily, and your backup weapon gets upgraded, plus you pick up a neat item in the Ring of Giants.


Level 21 Snapshot

Race: Goliath (PHB 2)
Class: Barbarian (PHB 2)
Feral Might: Rageblood Vigor (PHB 2)
Multiclass: Fighter (PHB)

Paragon Path: Kensei (PHB)
Epic Destiny: Reincarnate Champion (PrP)
Past Life Race 1: Dragonborn (PHB)

Ability Scores, with racial  adjustments:
Strength 24 (+7)

Constitution 18 (+4)
Dexterity 20 (+5)

Intelligence 10 (+0)
Wisdom 15 (+2)

Charisma 12 (+1)



HP: 153 --> 15 base, +18 ability (Constitution), +120 levels
Bloodied: 76 HP or less

Healing Surges: 12 --> 8 base, +4 ability (Constitution)
Healing Surge Value: 38 HP



AC: 37 --> 10 base, +10 levels, +4 enhancement, +4 armor, +5 ability (Dexterity), +3 Barbarian Agility, +1 feat
Fortitude: 36 --> 10 base, +10 levels, +7 ability (Strength)
, +4 enhancement, +3 feat, +2 class
Reflex: 34 --> 10 base, +10 levels, +5 ability (Dexterity), +4 enhancement, +3 Barbarian Agility, +3 feat
Will: 31 --> 10 base, +10 levels, +2 ability (Wisdom), +4 enhancement, +3 feat, +1 racial

Initiative: +23 --> +5 ability (Dexterity), +10 levels, +8 feat

Speed: 6 --> 6 base



Howling Strike: +30 vs. AC with CA; Rampage: +30 vs. AC with CA
Hit: 2d12+3d6+34 cold damage
Critical: 3d12+4d6+84 cold damage
Rampage, Hit: 2d12+34 cold damage
Rampage, Critical: 3d12+4d6+66 cold damage

DPR: (0.70)*(57.5) + (0.10)*(117.5) + (0.10)*(0.70)*(47) + (0.10)*(0.10)*(99.5) = 56.29 DPR

Howling Strike (Charge): +32 vs. AC with CA; Rampage: +30 vs. AC with CA
Hit: 2d12+5d6+34 cold damage, and the target is pushed 1 square
Critical: 3d12+4d6+96 cold damage, and the target is pushed 1 square
Rampage, Hit: 2d12+34 cold damage
Rampage, Critical: 3d12+4d6+66 cold  damage

DPR: (0.80)*(64.5) + (0.10)*(129.5) + (0.10)*(0.70)*(47) + (0.10)*(0.10)*(99.5) = 72.04 DPR

Racial Powers:
L1 - Stone's Endurance (PHB 2)
L21 - Dragonfear (D 388)

At-Will Attack Powers:
L1 - Howling Strike (PHB 2)

L1 - Pressing Strike (PHB 2)



Encounter Attack Powers:

L7 - Curtain of Steel (PHB 2)

L11 - Masterstroke (PHB)
L13 - Iron Breaker's Shout (PrP)
L13 - Storm of Blades (PHB 2)


Daily  Attack Powers:
L9 - Oak Hammer Rage (PHB 2)
L15 - Thunderfury Rage (PHB 2)
L19 - Desert Wind Rage (PrP)
L20 - Weaponsoul Dance (PHB)

Utility Powers:
L2 - Shrug it Off (PrP)
L6 - Combat Surge (PHB 2)
L10 - Reactive Surge (PHB 3)

L12 - Ultimate Parry (PHB)

L16 - Spur the Cycle (PHB 2)

Skills:

Athletics (+24) --> +7 ability (Strength), +5 trained, +10 level, +2 racial
Endurance  (+19) --> +4 ability (Constitution), +5 trained, +10 level
Intimidate (+16) --> +1 ability (Charisma), +5 trained, +10 level
Nature (+19) --> +2 ability (Wisdom), +5 trained, +10 level, +2 racial

Feats:
L1 - Weapon Proficiency (Fullblade) (PHB)
L2 - Weapon Expertise  (Heavy Blades) (PHB 2)
L4 - Weapon Focus (Heavy Blades) (PHB)
L6 - Reckless Charge (PrP)
L8 - Battle Awareness (Intimidate)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)
L12 - Deadly Rage (PHB 2)
L16 - Armor Specialization (Hide) (PHB)
L18 - Improved Defenses (HotFL)
L20 - Avalanche Reaver (MP 2)
L21 - Heavy Blade Mastery (PHB)
L21 - Superior Initiative (PHB 3)

Changes:
+12 HP

Ability Score Boosts: Strength +1 (24), Constitution +1 (18), Dexterity +1 (20), Intelligence +1 (10), Wisdom +1 (15), Charisma +1 (12)
New Epic Destiny: Reincarnate Champion (PP)
New Feats: Heavy Blade Mastery (PHB), Superior Initiative (PHB 3) (replaces Improved Initiatve)

Magic Items  (Expected GP = 800,000):

L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L18 (85,000 gp): +4 Frost Fullblade (PHB)
L17 (65,000 gp): +4 Badge of the Berserker (AV 2)
L17 (65,000 gp): +4 Farbond Spellblade Fullblade (AV 2)
L17 (65,000 gp): +4 Marauder's Darkhide Armor (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 681,200 gp

Discussion:
This is a big level in your development: you grab the awesome Reincarnate Champion Epic Destiny to grab racial goodies from other races to suit your purpose, plus you get improved criticals in the form of Heavy Blade Mastery and a significant boost to your initiative in Superior Initiative.

On the item front, it's upgrade time for your Gloves of Ice: now they provide a whopping +4 to damage, or penetrate 10 points of cold resistance.


Level 22

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feats: Long Step (PHB 3), Second Skin (PrP) (replaces Armor Specialization (Hide))
New Utility Power: Unexpected Clarity (PrP)

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Frost Fullblade (PHB)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L17 (65,000 gp): +4 Badge of the Berserker (AV 2)
L17 (65,000 gp): +4 Farbond Spellblade Fullblade (AV 2)
L17 (65,000 gp): +4 Marauder's Darkhide Armor (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 1,021,200 gp

Discussion:
At this level, you pick up some charging consistency in the Long Step feat, which allows you to generate the necessary distance for a charge essentially at will, as well as some extra AC in the Second Skin feat. You also gain some nova power in Unexpected Clarity and some more overall punch from a main weapon upgrade.


Level 23

Changes:
+6 HP

Magic Items (Expected GP = 1,600,000):
L23 (425,000 gp): +5 Frost Fullblade (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Marauder's Stalkerhide Armor (AV 2)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L17 (65,000 gp): +4 Farbond Spellblade Fullblade (AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 1,541,200 gp

Discussion:
At this level, the Encounter powers are disappointing, so we're standing pat. Additionally, your Neck and armor are both upgraded.


Level 24

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +3 Strength (27), +1 Dexterity (21)
New Feat: Draconic Arrogance (MP)

Magic Items (Expected GP = 2,100,000):
L23 (425,000 gp): +5 Frost Fullblade (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): +5 Marauder's Stalkerhide Armor (AV 2)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Dragonshard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 1,801,200 gp

Discussion:
At this level, the Draconic Arrogance feat provides you with some extra damage on a charge (since they already push), and you upgrade your backup weapon as well.


Level 25

Changes:
+6 HP
New Daily Attack Power: Stone Tempest Rage (PHB 2) (replaces Oak Hammer Rage)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Belt of Titan Strength (PHB)
L23 (425,000 gp):
+5 Frost Fullblade (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): +5 Marauder's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 2,738,200 gp

Discussion:
At this level, Stone Tempest Rage offers an improved critical rate for an entire encounter, and an upgrade to your Dragonshard as well as picking up the Belt of Titan Strength means you pack plenty more punch.


Level 26

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Overpowering Charge (PrP)
New Utility Power: Swift Reincarnation (PrP)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L23 (425,000 gp): +5 Frost Fullblade (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): +5 Marauder's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 3,818,200 gp

Discussion:
Here, the Swift Reincarnation gives you an emergency button to press, the Overpowering Charge feat adds a combination of extra control and damage, and you pick up the final version of the Iron Armbands of Power.


Level 27

Changes:
+6 HP
New Encounter Attack Power: Hurricane of Blades (PHB 2) (replaces Iron Breaker's Shout)

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): +6 Frost Fullblade (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): +5 Marauder's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L16 (45,000 gp): Horned Helm (Paragon Tier) (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 5,518,200 gp

Discussion:
A big boost for your offense, this level features the astounding damage of Hurricane of Blades along with your final weapons upgrade.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (28), +1 Dexterity (22)
New Feat: Fierce Charge (D 367)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Frost Fullblade (PHB)
L27 (1,625,000 gp): +6 Marauder's Elderhide Armor (AV 2)
L26 (1,125,000 gp): Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L22 (325,000 gp): +5 Badge of the Berserker (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 7,898,200 gp

Discussion:
At this point, we get our final ability score upgrade, our final armor upgrade, and some planning for the future in the Fierce Charge feat.


Level 29

Changes:
+6 HP
New Daily Attack Power: World Serpent Rage (PHB 2) (replaces Thunderfury Rage)

Magic Items (Expected GP = 10,000,000):
L28 (2,125,000 gp): +6 Frost Fullblade (PHB)
L27 (1,625,000 gp): +6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp): +6 Marauder's Elderhide Armor (AV 2)
L26 (1,125,000 gp): Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L25 (625,000 gp): Diamond Scabbard (AV)
L22 (325,000 gp): +5 Farbond Spellblade Fullblade (AV 2)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 9,798,200 gp

Discussion:
At this level, the prize is the excellent World Serpent Rage, plus the upgrade to your Neck item. Eternity beckons...


Level 30 Snapshot

Race: Goliath (PHB 2)
Class: Barbarian (PHB 2)
Feral Might: Rageblood Vigor (PHB 2)
Multiclass: Fighter (PHB)

Paragon Path: Kensei (PHB)
Epic Destiny: Reincarnate Champion (PP)
Past Life Race 1: Dragonborn (PHB)
Past Life Race 2: Gnoll (D 367)



Ability Scores, with racial adjustments:
Strength 28 (+9)

Constitution 18 (+4)
Dexterity 22 (+6)

Intelligence 10 (+0)
Wisdom 15 (+2)

Charisma 12 (+1)



HP: 207 --> 15 base, +18 ability (Constitution), +174 levels
Bloodied: 103 HP or less

Healing Surges: 12 --> 8 base, +4 ability (Constitution)
Healing Surge Value: 51 HP



AC: 47 --> 10 base, +15 levels, +6 enhancement, +5 armor, +6 ability (Dexterity), +3 Barbarian Agility, +2 feat
Fortitude: 45 --> 10 base, +15 levels, +9 ability (Strength)
, +6 enhancement, +3 feat, +2 class
Reflex: 43 --> 10 base, +15 levels, +6 enhancement, +6 ability (Dexterity), +3 Barbarian Agility, +3 feat

Will: 37 --> 10 base, +15 levels, +6 enhancement, +2 ability (Wisdom), +3 feat, +1 racial

Initiative: +29 --> +6 ability (Dexterity), +15 levels, +8 feat

Speed: 6 --> 6 base



Howling Strike: +39 vs. AC with CA; Rampage: +39 vs. AC with CA
Hit: 2d12+3d6+42 cold damage
Critical: 3d12+6d6+96 cold damage
Rampage, Hit: 2d12+42 cold damage
Rampage, Critical: 3d12+6d6+78 cold damage

DPR: (0.70)*(65.5) + (0.10)*(136.5) + (0.10)*(0.70)*(55) + (0.10)*(0.10)*(118.5) = 64.54 DPR

Howling Strike (Charge): +41 vs. AC with CA; Rampage: +39 vs. AC with CA
Hit: 2d12+6d6+60 cold damage, and the target is pushed 1 square and knocked prone
Critical: 3d12+6d6+132 cold damage, and the target is pushed 1 square and knocked prone
Rampage, Hit: 2d12+42 cold damage
Rampage, Critical: 3d12+6d6+78 cold damage

DPR: (0.80)*(94) + (0.10)*(172.5) + (0.10)*(0.70)*(55) + (0.10)*(0.10)*(118.5) = 97.49 DPR

Racial Powers:
L1 - Stone's Endurance (PHB 2)
L21 - Dragonfear (D 388)
L24 - Ferocious Charge (D 367)

At-Will Attack Powers:
L1 - Howling Strike (PHB 2)

L1 - Pressing Strike (PHB 2)



Encounter Attack Powers:

L7 - Curtain of Steel (PHB 2)

L11 - Masterstroke (PHB)
L13 - Storm of Blades (PHB 2)

L27 - Hurricane of Blades (PHB 2)



Daily Attack Powers:
L19 - Desert Wind Rage (PrP)
L20 - Weaponsoul Dance (PHB)
L25 - Stone Tempest Rage (PHB 2)
L29 - World Serpent Rage (PHB 2)

Utility Powers:
L2 - Shrug it Off (PrP)
L6 - Combat Surge (PHB 2)
L10 - Reactive Surge (PHB 3)

L12 - Ultimate Parry (PHB)

L16 - Spur the Cycle (PHB 2)
L22 - Unexpected Clarity (PrP)

L26 - Divine Regeneration (PHB)



Skills:

Athletics (+34) --> +9 ability (Strength), +5 trained, +15 level, +3 item, +2 racial
Endurance (+24) --> +4 ability (Constitution), +5 trained, +15 level
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 level
Nature (+24) --> +2 ability (Wisdom), +5 trained, +15 level, +2 racial

Feats:
L1 - Weapon Proficiency (Fullblade) (PHB)
L2 - Master at Arms (HotFL)
L4 - Weapon Focus (Heavy Blades) (PHB)
L6 - Reckless Charge (PP)
L8 - Battle Awareness (Intimidate) (MP)
L10 - Wintertouched (PHB)
L11 - Lasting Frost (PHB)
L12 - Deadly Rage (PHB 2)
L18 - Improved Defenses (HotFL)
L20 - Avalanche Reaver (MP 2)
L21 - Heavy Blade Mastery (PHB)
L21 - Superior Initiative (PHB 3)
L22 - Long Step (PHB 3)
L22 - Second Skin (PP)
L24 - Draconic Arrogance (MP)
L26 - Overpowering Charge (PrP)
L28 - Fierce Charge (D 367)
L30 - Brutal Charge (D 367)

Changes:
+6 HP
+1 to attacks, defenses, and checks

New Feat: Brutal Charge (D 367)

Magic Items (Expected GP = 14,625,000):

L28 (2,125,000 gp): +6 Frost Fullblade (PHB)
L27 (1,625,000 gp): +6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp): +6 Farbond Spellblade Fullblade (AV 2)
L27 (1,625,000 gp): +6 Marauder's Elderhide Armor (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L25 (625,000 gp): Diamond Scabbard (AV)
L22 (325,000 gp): Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Fullblade (AV 2)
TOTAL: 13,848,880 gp

Discussion:
This is basically a victory-lap level; your feats are picked, and all your items are fully upgraded and ready to go. Enjoy your pinnacle of power.


Build Goal and Tactics:

The goal for this build is straight-forward; hit like a truck, and live to talk about it. To that end, the Barbarian works well, as he is among the most durable (if not the most durable) Strikers in the game, and we go for the strategy which they do best, which is to charge right into his enemies. That being said, this build becomes a very capable secondary Defender, because his charging abilities deal a lot of damage and make it hard for the target of the onslaught to get too far away from the Barbarian, forcing them to engage him (something this Barbarian is well-prepared for).

This build is meant to be in the frontline, charging in and taking out its target. You are likely among the toughest (if not the toughest) of your party members, so don't be surprised if you're asked to hold down the frontline from time
Questions/thoughts/comments are welcome.

Great build, as always, lordduskblade !

With the new multiclassing rules, you could also pick up Eternal Defender. You loose 2 Con, thats -1 damage per miss. You gain +2 damage per [W] (large maul -> 2d8), thats +4 damage per hit (+8 damage on crits) with at-will powers... Also, the stance is nice and stacks with your rages (str + con damage on miss).

Edit: Or you keep your weapon medium, and use a off-hand weapon for reckless. I'm not really sure if wielding a two-handed weapon one-handed would qualify you for the at-will requirement.
Great build. Interesting to open up the thing and think, "Hm, well that DPR is pretty low... AHHHHWhatisthatkillingmeintheface," while shifting down to the Nova outline.
Great build, as always, lordduskblade !

With the new multiclassing rules, you could also pick up Eternal Defender. You loose 2 Con, thats -1 damage per miss. You gain +2 damage per [W] (large maul -> 2d8), thats +4 damage per hit (+8 damage on crits) with at-will powers... Also, the stance is nice and stacks with your rages (str + con damage on miss).

Unfortunately, I lose 2 attacks off my nova from the -2 Con...

Thank you for bringing the new MC rules to my attention, though: Eternal Defender may not have a Striker-ish name, but that is a Striker ED, my friend. :D
Good build, but I can't help but shudder at the whole barbarian-in-plate thing.
Good build, but I can't help but shudder at the whole barbarian-in-plate thing.

I dunno about you, but I could see it happening.

Also, this is an exception, not the rule; Barbs will be attracted to Flails, Heavy Blades, and Spears for the better accuracy (which they lack), and those require enough Dex for you to never consider heavy armor.
Unfortunately, I lose 2 attacks off my nova from the -2 Con...

Oops, completely overlooked that. Maybe for the ranger/pitfighter build, then: -1 wis damage, +2 via hit die (or +3 with rending tempest). DPR increase for twin strike is about 2.4 if i calculated right. On the ranger nova turn, its 1+19*3-20=38 damage & allows to break the 1700 mark.
Shouldn't you count the damage bonus to Deadly Rage during the nova? While you're at it you could be in the World Serpent Rage to tack on five more damage per hit (assuming your target was adjacent).

Also, what about Ancient Stone? It prolongs your damage resistance by one round, albeit at five less (DR all 10). So for two rounds you get DR all 15, and then DR all 10 for one more round.

You also need some Primal Resurgence, stat.:D

Even without that stuff, nice job. Barbarians are kinda a big deal.
D'oh! How did I forget that?

As far as actually using a Rage in the combo, I thought about adding it to the nova turn sequence, but decided against it. I think I should add it, though; all my other novas have a setup round anyway.

Ancient Stone is nice, but I think a touch of AC would serve me better.
Couldn't you have both AC and Ancient Stone? I would agree that Ancient Stone isn't so great it's a must have, but DR all 10 is solid.
Couldn't you have both AC and Ancient Stone? I would agree that Ancient Stone isn't so great it's a must have, but DR all 10 is solid.

The thing is, it's competing with Plate Specialization for my last feat slot, because Markings of the Victor and Enduring Rage IMHO are both better, and I think I'd rather have +1 AC all the time than resist 10 for one turn (especially considering that takes this build's AC up to 46 - that's actually decent!).
Heh, I was thinking you should swap it for Improved Initiative, but I guess that got the axe for Primal Resurgence.

I like Ancient Stone better than Markings of the Victor, but definitely not better than Enduring Rage. Enduring Rage is about as automatic as it gets.
Heh, I was thinking you should swap it for Improved Initiative, but I guess that got the axe for Primal Resurgence.

I like Ancient Stone better than Markings of the Victor, but definitely not better than Enduring Rage. Enduring Rage is about as automatic as it gets.

Why do you like Markings of the Victor less than Ancient Stone? To me, Markings of the Victor is like having OoE on your Rage, because that's the first attack of the Encounter, especially if I have World Serpent Rage (because I charge with it). :D
Oh, I'd have it for most of any Goliath's career, no doubt. It's a great feat. I didn't mean to insinuate otherwise. But if it came down to Ancient Stone and Markings of the Victor during epic, I'd take Ancient Stone. There's plenty of bonuses flying around Epic to enable me to hit. Damage resistance seems to be more rare though, especially DR all. I might be wrong about that though, as I haven't researched it like I have bonuses to hit.;)
The static mods that you've listed for the nova turn add up to 64, not 72. Have I missed something?
The static mods that you've listed for the nova turn add up to 64, not 72. Have I missed something?

He's using the Ring of Heroic Insight as a minor action (+8 power bonus).
He's using the Ring of Heroic Insight as a minor action (+8 power bonus).

Thanks.
I also note that the damage posted assumes every attack hits. While we're hitting the average level 30 enemy on a 7/8, that is a touch optimistic.

Bear in mind that with storm of blades, you only get to repeat the attack on a hit.
I also note that the damage posted assumes every attack hits. While we're hitting the average level 30 enemy on a 7/8, that is a touch optimistic.

Bear in mind that with storm of blades, you only get to repeat the attack on a hit.

Oh, I know that. But I've always said that novas are a team effort. When you show those calculations to your party Leader and tell him all you need is a couple of buffs and CA to put Orcus' head on a pike, you'll get the support you need to make 'em all hit. This is just a measure of potential damage.
I must have missed it and I don't have my PHB2 with me.

What are the new multiclassing rules? What has changed?
I must have missed it and I don't have my PHB2 with me.

What are the new multiclassing rules? What has changed?

Apparently, MC allows you to take the second class's Epic Destinies. I have my PHB 2, and I'm combing through it trying to find it. Anyone care to give me a hand?
Page 196, under "Multiclass Feats" reads thusly:

"If you take a class-specific multiclass feat, you count as a member of that clas (typo not mine, is in book) for the purpose of meeting prerequisites, including prerequisites for feats, paragon paths, epic destinies, and rituals."

Always glad to contribute to an LDB creation, no matter in what small way.

EDIT: On a side note, how would this build change if one wanted to stay in Hide? It's a hell of a feat sink to take those armor feats, and I can imagine it would be expensive to keep paying to transfer your old armor's enchantment over to the new one every two levels while moving up from Hide to Plate.
Well, if you are wearing Hide, your Reflex will go up by +1 per tier, which will put you at 36 at L30. Your AC would take a mean hit, though.

Plate = 25 + 14 + 6 +1 = 46

Hide = 25 + 11 + 2 + 3 + 1 = 42

4 points of AC is roughly worth the 3-feat difference, and your Reflex will be low anyway (and will be targeted significantly less), so the feat sink is not too horrible an idea.

BTW, thanks for the page reference.
Hey first time poster long reader of your builds and Handbooks ! Quick question ins reference to what was said above. If I wanted to Stay in Hide armor could I use those free feats to up my DPR Potential ? Reason I ask is I kinda like the Rp aspect of the wild warrior staying in his easy to move in wilder looking armor.

I could even go as far as taking Chainmail. Wild warrior getting used to and seeing the benefits of stronger armor but still not wanting to lose total freedom of movement. I know RPing aAND CharOP .... Im crazy !. :P
Hey first time poster long reader of your builds and Handbooks ! Quick question ins reference to what was said above. If I wanted to Stay in Hide armor could I use those free feats to up my DPR Potential ? Reason I ask is I kinda like the Rp aspect of the wild warrior staying in his easy to move in wilder looking armor.

I could even go as far as taking Chainmail. Wild warrior getting used to and seeing the benefits of stronger armor but still not wanting to lose total freedom of movement. I know RPing aAND CharOP .... Im crazy !. :P

Nah. You ain't crazy. I do it, too. My wild warrior was pragmatized by some time in the gladiator pits. :D

The trouble is that there isn't much to take apart from what I've taken. You can drop to scale for 2 feats, losing 2 AC (won't kill ya), and get 2 feats if you find anything.

BTW, mild update: since Gelarshie has convinced me that Reserve Maneuver can be used to replace Paragon Path Encounter Attack powers, Masterstroke (yuck) has been replaced by Feast of Violence (yum!). Thoughts?
More updates!

Since Rages and Stances stack with one another, I have decided to add Quicksilver Stance to this build. This pushes the build's nova damage to a very impressive 1,528 average damage. Thoughts?
I can't believe I gave the lord an idea hahaha.
I have a question about novas. Level 30 never takes place in my game. How about a level 16 nova?
I can't believe I gave the lord an idea hahaha.
I have a question about novas. Level 30 never takes place in my game. How about a level 16 nova?

Level 16 would still be very respectable.

Nova, L16

Barbarian/Kensei: Str 22, Con 22, Wis 13
Oak Hammer Rage – Active
Minor – Activate Quicksilver Stance
Standard – Storm of Blades (+23 to hit, 6 attacks, 2d6+35 damage on the first attack, 2d6+41 damage thereafter)
Action Point
Free – Torc of Power Preservation (recover Storm of Blades)
Standard – Storm of Blades (+23 to hit, 6 attacks, 2d6+41 damage each)
Move – Quicksilver Stance (+23 to hit, 1 attack, 2d6+42 damage)

Total Number of Attacks: 13

26d6+527 damage (618 average damage).

Chance of Rolling At Least One Critical Hit: 74.58%

Relevant Feats:
Adept Power (quicksilver stance)
Deadly Rage
Goliath Greatweapon Prowess
Student of the Sword (Intimidate, two-handed weapons)
Weapon Expertise (hammers)

Relevant Gear:
+4 bloodclaw maul
+3 torc of power preservation
Iron armbands of power +4

Damage Bonus Sources:
+12 (bloodclaw weapon power)
+6 (Str)
+6 (Oak Hammer Rage)
+4 (Kensei Mastery)
+2 (Deadly Rage)
+4 enhancement (+6 weapon)
+3 feat (Goliath Greatweapon Prowess)
+4 item (iron armbands of power)


*whistles* That's some good damage right there.
doesn't you need a free hand to keep the Torch of Power Preservation?
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
doesn't you need a free hand to keep the Torch of Power Preservation?

It's actually a Torc of Power Preservation, and it's a neck slot item.
Just wondering, how well would this build work with a half-orc that goes for Bloodfury Savage?

The Con loss sucks for the nova, but you can get some ridiculous benefits outside of it and I'm trying to cut down a bit on the nova damage (DM wanted to nerf me for bloodying a boss in one turn at level 16 ).
How about this build, which is similar to your level 16 nova build, but is still in hide armor, and gets a Jagged Fullblade instead of Bloodclaw Maul.
Advantage: High Crit weapon (+1 1[W]), crits on 19/20, Devastating Critical adds another 1d10, and because of +3 proficiency the weapon has a higher chance to hit (+24 instead of +23) to make sure that Storm of Blades has the highest possible chance to go all the way (6 attacks). Prone targets receive 6 extra damage from CON (Oakhammer Rage). The damage on a regular hit is 1d12+22 during rage, 1d12+28 with CA and on a crit with CA 12+28+1d10+1d12. Iron Armbands of power are still heroic in my game but let's assume they are paragon so we can compare better.
Here is the sequence. Please note that after the initial hit, which knocks the target prone, the attacker has CA.

Oak Hammer Rage – Active
Minor – Activate Quicksilver Stance
Standard – Storm of Blades (+24 to hit, 6 attacks, 1d12+22 damage on the first attack, which knocks prone; +26 (CA), 1d12+28 damage thereafter)
Action Point
Free – Torc of Power Preservation (recover Storm of Blades on 7-20 on d20)
Standard – Storm of Blades (+26 to hit, 6 attacks,1d12+28 damage each)
Move – Quicksilver Stance (+26 to hit, 1 attack, 1d12+28 damage)

If there is an enemy going down during this slaughterfest, Spur the Cycle could trigger which launches another Standard Action.

It's very likely that Rampage triggers during the nova, too bad it can't trigger more than once.
Is the DPR of this guy closing in on your bloodclaw build? He might be losing out in a nova like this, but hits and crits more often in general.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Kain, level 16
Goliath, Barbarian, Kensei
Feral Might: Rageblood Vigor
Student of the Sword: Student of Two-Handed Weapons
Kensei Focus: Kensei Focus Fullblade
Background: Geography - Mountains

FINAL ABILITY SCORES
Str 22, Con 22, Dex 14, Int 9, Wis 11, Cha 12.

Starting Ability Scores
Str 16, Con 16, Dex 13, Int 8, Wis 10, Cha 11.


AC: 30 Fort: 29 Reflex: 25 Will: 23
HP: 127 Surges: 14 Surge Value: 31

TRAINED SKILLS
Nature, Acrobatics, Perception, Athletics.

FEATS
1: Weapon Proficiency (Fullblade)
2: Weapon Expertise (Heavy Blade)
4: Weapon Focus (Heavy Blade)
6: Powerful Charge
8: Deadly Rage
10: Student of the Sword
11: Charging Rampage
12: Devastating Critical
14: Markings of the Victor
16: Adept Power

POWERS
1, At-Will: Howling Strike
1, At-Will: Pressing Strike
1, Encounter: Avalanche Strike
1, Daily: Swift Panther Rage
2, Utility: Combat Sprint
3, Encounter: Daring Charge
5, Daily: Thunder Hawk Rage
6, Utility: Combat Surge
7, Encounter: Curtain of Steel
9, Daily: Oak Hammer Rage
10, Utility: Instinctive Charge
13, Encounter: Storm of Blades (replaces Avalanche Strike)
15, Daily: Thunderfury Rage (retrained to Quicksilver Stance at Adept Power) (replaces Swift Panther Rage)
16, Utility: Spur the Cycle

ITEMS
Summoned Darkhide Armor +4, Torc of Power Preservation +3, Jagged Fullblade +4, Iron Armbands of Power (heroic tier, paragon in this build so we can compare better), Boots of Adept Charging (heroic tier), Gauntlets of the Ram (heroic tier), Horned Helm (heroic tier), Totemic Belt (paragon tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Nice build Dusk, have pondered doing one with a Barbarian as well, although with an axe rather than a hammer, and Recuperating Strike rather than Devastating Strike, as it is rather nice with those extra temporary Hit Points, especially on the lower levels.

Actually the more I think about it, the less use I see for Devasting Strike, the extra damage it deals compared to Howling Strike is rather small (+3 on average at level 21, 6 at best). Not to mention temporary hit points is basically like having Resist All to the first hit you take in any round.

Helps even further as you plan to use a Bloodclaw Weapons, as I believe the damage is taken from temporary hitpoints as well?
so i haven't played dnd in about 15 years and I'm playing 4e and I rolled up this build more or less and had a few questions that may or not be kinda nub, but bear with me, at this point I'm lvl 2 so it is essentially identical.

1. why Kensei over lets say dreadnought? i understand that the + to hit is a big deal but when i look at my NADs I feel as if status ailments will absolutely own me. iron guard also seems like a strong choice.

2. I understand that the armor feats are bought to make your Ac better, however if i chose not to take them and remain in hide (to stay in light armor) what would be a wise direction for the extra feats i would have, I've looked at everything from frost cheese to maybe grabbing more fighter powers.

3. My DM is the type that coming across the weapons/items outlined in the build will be hard/impossible to come across, is it wise to go different directions with power choices taking this into consideration i.e. should i use the feats to take a superior weapon for brutal 1 or stay maul for the goliath great weapon bonuses.

4. total nub question: when do i lose temp hp? as i read it in the RAW at a short/extended rest is when i lose them. am i right? if not please reference it so i can show DM ;)
Well, I'm glad that you chose my build to come back with.

Let's answer your questions:

1. Mostly because these are theoretical optimization builds and I wanted to show the offense a well-built Barbarian can put out; Dreadnought is a better path overall IMHO. Though if you play in a heavy-offense party where you can take down things in 2-3 rounds, Kensei will likely be the better choice, most parties aren't designed that way.

2. Look for feats to boost your Reflex and Will defenses; you can take hits, but the debilitating conditions that usually ride along with those attacks kind of suck. What I would do is try to grab Epic Reflexes and Epic Will. As a matter of fact, I'm considering it now. Hmm...

3. Maul is still the better choice if you're a Goliath; you burn less feats for the same overall damage (more if you can get Gauntlets of Destruction).

4. I think you lose it after resting, yeah.
im new to 4e so im probabally missing something, but this has been bugging me.

why not go minotaur?

as far as i can see youll get access to large size weapons, and a nifty encounter charge power, for the cost of goliath greatweapon prowess, +1 will, and an ecounter damage resist.
im new to 4e so im probabally missing something, but this has been bugging me.

why not go minotaur?

as far as i can see youll get access to large size weapons, and a nifty encounter charge power, for the cost of goliath greatweapon prowess, +1 will, and an ecounter damage resist.

I want to make a Minotaur Char as well, but Dragon 369 nerfed the Minotaur and took away oversized weapons. I suppose if you could get your DM to allow your Minotaur to have Oversized weapons (maybe even for the cost of a feat) you would be doing about the same as the Goliath... plus you are a freaking huge bull!

Also, Lordduskblade, Do you think that Substituting an Executioner Axe instead of the maul will drop the DPR too much?
@Eljin: This build is perfectly viable with a Minotaur instead of a Goliath. The main reasons why I believe Goliath is a better choice, however, are the following:

1. Stone's Endurance hands me damage reduction, and I will likely use it every encounter, as opposed to what IMHO is a more conditional power in Goring Charge.

2. Goliath Greatweapon Prowess starts out at +2 damage and Heroic (compared to Weapon Focus' +1) and scales to +3 and +4 (as opposed to +2 and +3). So I get a little more damage out of the Goliath.

And, as Darfy aptly pointed out, Minos don't get Oversized anymore.

@Darfy: No, not really. Your critical hit damage goes up by a bit (+6.5 at Heroic, +13-+14 at Paragon, +19.5-+21 at Epic), but you lose the miss damage. If you find that you miss little (rather unlikely, but hey), you can swap it out.

I am also leaning rather heavily towards Dreadnought as a Paragon Path. Sure, the DPR may drop a bit, but this was never a DPR build, and the survivability will go up astronomically.
Great build!

Your level 11 snapshot has +2 dwarven hide armor, but the compendium lists dwarven armor as chain, plate and scale only. Perhaps this is a relic of an earlier version where you took armor proficiency (chain)?
I Can Kill You With My Brain: The Psion's Handbook - Wiki | Discussion Thread
Great build!

Your level 11 snapshot has +2 dwarven hide armor, but the compendium lists dwarven armor as chain, plate and scale only. Perhaps this is a relic of an earlier version where you took armor proficiency (chain)?

Yeah, it is. Thanks for catching it. Now I have to find something to replace it with...
Well, ladies and germs, the big fella has received a much-needed playtest update! I have found that the powers and abilities offered by the Dreadnought Paragon Path far exceed the benefits of Kensei, so I have made the switch (the DPR goes down a bit, but that's OK; this was never a DPR build). Additionally, I have found the rather marginal damage increase from Devastating Strike over Howling Strike to almost never matter; Recuperating Strike's THP, however, is invaluable on somebody with an AC value as low as this Barbarian's.

Thoughts? Comments?
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