Gorgeous George: The Irresistible Defender
Let's face it... Gorgeous George is irresistible. He loves being the life of the party and with his jet set lifestyle, George always seems to be in the middle of the action. Women flock to him, orcs flock to him, demons flock to him, everybody loves to be around George. Lets just say George always likes to have an entourage of groupies... and he prefers them on their backs. There's just something about him that makes you want to be as close to him as possible; and never leave.
George is beefy;
he's never tried to pretend otherwise.
George loves his Mutton, ale, and women.
George however, has a definative character flaw;
he's terrible at goodbyes, so terrible in fact that once he has your undivided attention, he is loathe to losing it.
This makes George angry.
George is a very jealous man, and he shares with no one.
Special Thanks to:
LDB, for the great build format
AlphaAnt, for his wonderful Warden handbook - the first I ever read!
community.wizards.com/go/thread/view/758...
Everyone who contributed to the Warden Concept: Second Wind op thread.
community.wizards.com/go/thread/view/758...
Grey Warden, for his awesome warden build that gave me the inspiration to push the envelope and quit taking things so seriously
community.wizards.com/go/thread/view/758...
obtusehobbit, for his awesome Warden build, great advice during these characters development, as well as his thread inspiring me to a make a Warden who's not just a tank!
community.wizards.com/go/thread/view/758...
community.wizards.com/go/thread/view/758...
Valenkosh - for his inspiring Black Hole Build
community.wizards.com/go/thread/view/758...
Build premise
Gorgeous George is a sticky Warden Second Wind optimization build. In his youth George sought to be as fit and impervious to harm as possible, but now George just likes attention. George's strategy is to gather a flock of admirers, lock them down around him, and punish them with
Crippling Crush damage as well as mark punishment and OA's should they decide to stray. Restraining, immobilizing, slowing, and forms/feats/zones that create or enforce difficult terrain are the order of the day. Not to be content with merely hampering foes, George can dish out plenty of extra damage thanks to a carefully selected repertoire of Feats and synergy with his Paragon Path Breach Warden.
George is definately no push over... sporting 4 second winds and a variety of ways to stay alive, exploit second wind and it's various defensive strategies, George is in for the long haul
1st level snapshot
Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Ability Scores with racial adjustments:
Strength 18 (+4)
Constitution 18 (+4)
Dexterity 12 (+1)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 10
HP: 35
Bloodied: 17 HP or less
Surges: 13
Surge Value: 8
AC: 19--> 10 base, +3 armor, +2 shield, +3 Constitution
Fortitude: 15--> 10 base, +4 Strength, +1 class
Reflex: 13--> 10 base, +2 shield, +1 class
Will: 12--> 10 base, +1 class, +1 Wisdom
Initiative: +1
Speed: 5--> 5 base
At-Will Powers:
L1: Thorn Strike - your pull at will
L1: Weight of Earth - your slow at will
Encounter Powers:
L1: Roots of Stone -
Daily Powers:
L1: Form of Winter's Herald - easily the best form at this level and introduces George to his calling
Feats:
L1: Bludgeon Expertise
Gear (Expected GP=100)
Warhammer (15 gp)
Hide Armor (30 gp)
Standard Adventurer's Kit (15 gp)
5 Throwing Hammers (25 gp)
Level 11 snapshot
Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden
Ability Scores with racial adjustments:
Strength 21 (+5)
Constitution 21 (+5)
Dexterity 13 (+1)
Intelligence 9 (-1)
Wisdom 13 (+1)
Charisma 11 (+1)
HP: 118
Bloodied: 54 HP or less
Surges: 14
Surge Value: 27
AC: 26--> 10 base, +5 levels, +3 armor, +2 shield, +2 enhancement +5 Constitution
Fortitude: 23--> 10 base, +5 levels, +2 enhancement +5 Strength, +1 class
Reflex: 21--> 10 base, +5 levels, +2 shield, +2 enhancement, +1 BoQ, +1 DEX
Will: 21--> 10 base, +5 levels, +1 class, +2 enhancement, +2 Wisdom, +1 CoI
Initiative: +6--> +1 Dexterity, +5 levels
Speed: 5--> 5 base
At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth
Encounter Powers:
L1: Roots of Stone
L3: Rough Strike
L7: Mountain's Stature
L11: Venting Breach
Daily Powers:
L1: Form of Winter's Herald
L5: Earth Shaking Rend
L9: Form of the Oak Sentinel
Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Soothing Wind - Super Mandatory now that the nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation
Feats:
Level 1: Bludgeon Expertise
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses
Magic Items (Expected GP=32,000):
(13,000): +3 Defensive Warhammer
(4,200): Battle Standard of the Hungry Blade
(4,200): +2 Cloak of the Walking Wounded
(3,400): Boots of Quickness (heroic)
(3,400): Circlet of Indomitability (heroic)
(3,400): Veteran's Hide Armor (heroic)
(580): Bracers of Mighty Striking
(10): Heavy Shield
Discussion
This is of course where we pick up our Paragon Path and George has deciden to go with Breach Warden. Carefully selecting our damage type daily will situationally guarantee us advantages, as well as potential vulnerability synergy via Elemental Wind (16th level Utility) which after Second Wind will apply vulnerability of the chosen damage type to all of our marked enemies. In addition we will be employing our Daily Free Action Stance Power (!) Recall the Breach which will apply 2d6 extra damage upon the intial triggering hit, but more importantly will damage any foe that hits us equal to our Con mod.
With Breaching Action, whenever we use an action point to take an extra action and hit with a power all of our adjacent marked enemies will take Con mod in damage as well.
Whenever we Crit and enemy, or take damage ourselves from the chosen type, all enemies marked enemies take our Con mod in damage as well.
And finally Form of the Living Breach is an impressive form to fill out our selections which grants +2 to Defenses, and creates a permanent zone until the end of the encounter 3 squares around us. When an enemy starts its turn within the zone, as a free action we can pull them one square and they are slowed until the end of your next turn.
Level 21 snapshot
Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden
Epic Destiny: Indomitable Champion
Ability Scores with racial adjustments:
Strength 26 (+8)
Constitution 26 (+8)
Dexterity 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)
HP: 198
Bloodied: 90 HP or less
Surges: 19
Surge Value: 53
AC: 39--> 10 base, +10 levels, +4 armor, +2 shield, +5 enhancement +8 Constitution
Fortitude: 35--> 10 base, +10 levels, +4 enhancement +8 Strength, +1 class, +2 feat
Reflex: 31--> 10 base, +10 levels, +2 shield, +4 enhancement, +2 Dexterity, +1 BoQ, +2 feat
Will: 30--> 10 base, +10 levels, +1 class, +4 enhancement, +2 WIS, +2 feat, +1 Hoad
Initiative: +14--> +2 Dexterity, +10 levels, +2 Premonition Ring
Speed: 5--> 5 base
UNTRAINED SKILLS
Acrobatics +9, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +14, History +10, Insight +12, Intimidate +11, Religion +10, Stealth +9, Streetwise +11, Thievery +9
TRAINED SKILLS
Nature +17, Athletics +20, Perception +17, Endurance +22, Heal +17
FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses
Level 12: Resilience of Stone
Level 14: Student of the Sword
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery
POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Endure Pain
Warden encounter 3: Rough Strike
Warden daily 5: Earth-Shaking Rend
Warden utility 6: Treacherous Ice
Warden encounter 7: Mountain's Stature
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation
Warden encounter 13: Stormhowler's Strike (replaces Roots of Stone)
Warden daily 15: Form of the Crushing Mountain (replaces Form of the Oak Sentinel)
Warden utility 16: Diehard
Warden encounter 17: Warden's Lure (replaces Rough Strike)
Warden daily 19: Howl of Wrath (replaces Form of Winter's Herald)
ITEMS
Defensive Craghammer +4
Darkhide Armor of Enduring Health +5
Throwing Shield Heavy Shield (paragon tier)
Cloak of the Walking Wounded +4
Helm of Able Defense (paragon tier)
Ring of Feather Fall (paragon tier)
Boots of Quickness (heroic tier)
Strikebacks (heroic tier)
Sash of Vitality Ceaseless (paragon tier)
Iron Armbands of Power (paragon tier)
Battle Standard of the Hungry Blade (heroic tier)
Premonition Ring (paragon tier)
Gorgeous George, level 30
Dwarf, Warden, Breach Warden, Indomitable Champion
Build: Earth Warden
Guardian Might: Earthstrength
Student of the Sword: Student of One-Handed Weapons
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Strength)
Theme - Gaurdian
FINAL ABILITY SCORES
Str 28, Con 28, Dex 14, Int 10, Wis 14, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
AC: 49
Fort: 47
Reflex: 45
Will: 46
HP: 268
Surges: 20
Surge Value: 76
TRAINED SKILLS
Nature +22, Athletics +27, Perception +22, Endurance +29
UNTRAINED SKILLS
Acrobatics
+15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +19, Heal +17,
History +15, Insight +17, Intimidate +16, Religion +15, Stealth +15,
Streetwise +16, Thievery +15
FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Improved Defenses
Level 8: Crushing Earthstrength
Level 10: Student of the Sword
Level 11: Earthstrength Defenses
Level 12: Armor Specialization (Hide) (retrained to Second Skin at Level 21)
Level 14: Resilience of Stone
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery
Level 22: Stoneheart Warrior
Level 24: Rapid Wild Defense
Level 26: Earthstrength Might
Level 28: Epic Will
Level 30: Epic Reflexes
POWERS
At-Will Powers:
L1: Thorn Strike - at will pull
L1: Weight of Earth - at will slow
Encounter Powers:
L11: Venting Breach
L17: Warden's Lure
L23: Nature's Ally
L27: Ravenous Earth
Daily Powers:
L5: Earth Shaking Rend
L15: Form of the Crushing Mountain
L20: Form of the Living Breach
L25: Form of the Entangling Spider
Utility Powers:
L2: Endure Pain (endurance skill power) - Resistance this high is good.
L6: Soothing Wind - Super Mandatory now that they nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation - regain your second wind, nuff said.
L12: Recall the Breach - free action stance that auto damages enemies that hit you, cool.
L16: Cleansing Earth - subject to a condition and immediately make a save +9 against it once per ENC
L22: Renewal - minor action spend healing surge, regain ENC attack power. Yes.
ITEMS
Elderhide Armor of Enduring Health +6
Defensive Warhammer +6
Iron Armbands of Power (epic tier)
Boots of Quickness (paragon tier)
Timeless Locket +6
Shadow Band (epic tier)
Belt of Vim (paragon tier)
Shield of Ultimate Protection Heavy Shield (epic tier)
Foe Caller Gauntlets (epic tier)
Battle Standard of the Hungry Blade (heroic tier)
Ring of Guarded Will (epic tier)
Circlet of Indomitability (paragon tier)
Feyslaughter Throwing hammer +5
Stone of Earth (paragon tier)
Dice of Auspicious Fortune (paragon tier)