Mr. Smith

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Mr. Smith - Warforged Fighter/Kensei/Ceaseless Guardian
  Mr. Smith

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
HotFK - Heroes of the Forgotten Kingdoms
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

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: Warforged (EPG)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 15 (+2)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 10 (+0)

HP: 33 --> 15 base, +18 Strength
Bloodied: 16 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 8 HP

AC: 20 --> 10 base, +8 armor, +2 shield
Fortitude: 16 --> 10 base, +4 ability (Strength), +2 class
Reflex: 14 --> 10 base, +2 ability (Dexterity), +2 shield
Will: 13 --> 10 base, +2 ability (Wisdom), +1 racial

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

Speed: 5 --> 6 base, -1 armor

Racial Powers:
Warforged Resolve (EPG)

At-Will Attack Powers:
L1 - Brash Strike (MP)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L1 - Hack and Hew (MP 2)

Daily Attack Powers:
L1 - Driving Attack (MP 2)

Skills:
Athletics (+5) --> +4 ability (Strength), +5 trained, -2 armor, -2 shield
Endurance (+5) --> +2 ability (Constitution), +5 trained, +2 racial, -2 armor, -2 shield
Intimidate (+7) --> +0 ability (Charisma), +5 trained, +2 racial

Feats:
L1 - Armor Proficiency (Plate) (PHB)

Gear (Expected GP = 100):
Warhammer (AV) (15 gp)
Throwing hammer (2) (PHB) (5 gp each, 10 gp total)
Heavy shield (PHB) (10 gp)
Plate armor (PHB) (50 gp)
Standard adventurer's kit (PHB) (15 gp)
0 gp

Discussion:

Mr. Smith has some particular ability score needs. Strength gets the 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 Wisdom follow (5 out of 22 each, for a 14 before racial modifiers) for basically the same reason, and that is defensive well-roundedness. Constitution receives the remaining build points (3 out 22, for a 13 before racial modifiers) because of feat qualification and the need to be tough as a Defender. Charisma slightly edges out Intelligence because Intimidate will be sort of useful for you.

Early in Mr. Smith's career, we want to establish two things: defense (accomplished by having Armor Proficiency (Plate) and wielding a shield), and toughness (that comes from a high Constitution). You can't ignore Ranged combat, though, so the Throwing Hammers 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 Footwork Lure is your bread-and-butter power to define the frontline, whereas Brash Strike produces some on-demand extra offense at the cost of granting combat advantage (though it's awesome if you're already granting combat advantage). Hack and Hew is a neat Encounter power, handing you the ability to mark two opponents as well as some temporary HP. Driving Attack is a nice multiattack, offering some solid damage in addition to the same temporary HP.


Level 2

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Shield Push (PHB)
New Utility Power: Glowering Threat (HotFL)

Magic Items (Expected GP = 1,920):
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Plate Armor (PHB)
L2 (520 gp): Acrobat Boots (AV)
L1 (360 gp): +1 Magic Warhammer (PHB)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,920 gp

Discussion:
Plenty of changes go down here. You pick up a nice ability for your Combat Challenge attacks in Shield Push (which can flat-out negate attacks made at the edge of an opponent's reach or by an opponent with Reach 1), and the Glowering Threat gives enemies a huge disincentive against anyone but you.

Additionally, magic items come into play here. The Dwarven Armor will give you a bonus to a nice skill in Endurance, as well as an emergency backup healing power. The Cloak of Resistance also has a Daily power to make you tougher. Last but not least, the Acrobat Boots give you an action-efficient way to stand up when you get knocked down.


Level 3

Changes:
+6 HP
New Encounter Attack Power: Parry and Riposte (MP)

Magic Items (Expected GP = 2,560):
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Plate Armor (PHB)
L2 (520 gp): Acrobat Boots (AV)
L1 (360 gp):
+1 Magic Warhammer (PHB)
Nonmagical:
Heavy Shield (PHB)
TOTAL: 1,920 gp

Discussion:
At this level, you get the neat Parry and Riposte power to whack an enemy that misses you or an ally, and while you may not be upgrading any items here, it's because there's really nothing all that appealing.


Level 4

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Wisdom (15)
New Feat: Mobile Challenge (D 378)

Magic Items (Expected GP = 3,200):
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp):
+1 Cloak of Resistance (PHB)
L2 (520 gp): Acrobat Boots (AV)
L2 (520 gp): +1 Dwarven Plate Armor (PHB)
L1 (360 gp): +1 Magic Warhammer (PHB)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,760 gp

Discussion:
At this level, you can use the Mobile Challenge feat to stuff attempts from your opponent to shift away from you and charge an ally, you obtain the Casque of Tactics for a very nice bonus to initiative, and you upgrade your main ability scores and Strength and Wisdom.


Level 5

Changes:
+6 HP
New Daily Attack Power: Rain of Steel (PHB)

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): +2 Magic Warhammer (PHB)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Plate Armor (PHB)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 4,200 gp

Discussion:
At this level, you get your mitts on the mighty Rain of Steel power for the ability to spread out automatic damage to everyone around you on a consistent basis, as well as a sweet weapons upgrade.


Level 6

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Bludgeon Expertise (HotFL)
New Utility Power: Ignore Weakness (HotFL)

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): +2 Dwarven Layered Plate Armor (AV)
L6 (1,800 gp): +2 Magic Warhammer (PHB)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 6,280 gp

Discussion:
At this level, you upgrade your armor, you get a nifty bonus to hit and some extra forced movement in Bludgeon Expertise, and the Ignore Weakness power lets you get rid of annoying conditions.


Level 7

Changes:
+6 HP
New Encounter Attack Power: Come and Get It (PHB)

Magic Items (Expected GP = 9,600 GP):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp):
+2 Dwarven Layered Plate Armor (AV)
L6 (1,800 gp): +2 Magic Warhammer (PHB)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 9,160 gp

Discussion:
At this level, you get the excellent Come and Get It power for a mass mark and attack, along with an awesome pull effect. Additionally, you upgrade your Neck Slot Item to the Steadfast Amulet in order to protect you against daze and stun effects, which can prevent you from doing your job as a Defender.


Level 8

Changes:
+7 HP
+1 to attacks, defenses, and checks
New Ability Score Boosts: +1 Strength (20), +1 Wisdom (16)
New Feat: Improved Initiative (PHB)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Layered Plate Armor (AV)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): +2 Magic Warhammer (PHB)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Dwarven Thrower Warhammer (D 385)
Nonmagical:
Heavy Shield (PHB)
TOTAL: 11,760 gp

Discussion:
Once again, you upgrade your Strength and Wisdom (which changes the modifier this time), and you swap your Acrobat Boots for the mighty Rushing Cleats, which will enhance your pushing effects, and thus make you more able to redefine the battlefield how you see fit. Additionally, you pick up a magic Ranged weapon as a backup option. The Improved Initiative feat will help get you where you need to go, faster.


Level 9

Changes:
+6 HP
New Daily Attack Power: Thicket of Blades (PHB)

Magic Items (Expected GP = 16,000):
L9 (4,200 gp): +2 Feyslaughter Warhammer (AV)
L8 (3,400 gp):
+2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Layered Plate Armor (AV)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp):
Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Dwarven Thrower Warhammer (D 385)
Nonmagical:
Heavy Shield (PHB)
TOTAL: 15,960 gp

Discussion:
At this level, some pretty large offensive upgrades take place: you pick up a sweet damage bonus in the Iron Armbands of Power, you swap your plain old Magic Warhammer for a Feyslaughter Warhammer (which grants you the ability to stop teleporters in their tracks), and you pick up a nice mass lockdown power in Thicket of Blades.


Level 10

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Improved Defenses (HotFL)
New Utility Power: Clearheaded (HotFL)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): +2 Feyslaughter Warhammer (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Layered Plate Armor (AV)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Dwarven Thrower Warhammer (D 385)
Nonmagical:
Heavy Shield (PHB)
TOTAL: 20,960 gp

Discussion:
At this level, Improved Defenses will help keep you safe, and you pick up a quality item to punish people who attack you in the Strikebacks (as well as picking up a nice bonus to Opportunity Attacks). The Clearheaded power will also help keep you in a fight you probably weren't supposed to be in.


Level 11 Snapshot

Race: Warforged (EPG)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Kensei (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 21 (+5)
Constitution 16 (+3)
Dexterity 15 (+2)
Intelligence 9 (-1)
Wisdom 17 (+2)
Charisma 11 (+0)

HP: 96 --> 15 base, +21 Strength, +60 levels
Bloodied: 48 HP or less
Healing Surges: 12 --> 9 base, +3 Constitution
Healing Surge Value: 24 HP

AC: 28 --> 10 base, +9 armor, +5 levels, +2 enhancement, +2 shield
Fortitude: 27 --> 10 base, +5 ability (Strength), +5 levels, +2 enhancement, +2 class, +2 feat, +1 item
Reflex: 23 --> 10 base, +2 ability (Dexterity), +5 levels, +2 enhancement, +2 feat, +2 shield
Will: 23 --> 10 base, +3 ability (Wisdom), +5 levels, +2 enhancement, +2 feat, +1 racial

Initiative: +12 --> +2 ability (Dexterity), +5 levels, +4 feat, +1 item

Speed: 5 --> 6 base, -1 armor

Racial Powers:
Warforged Resolve (EPG)

At-Will Attack Powers:
L1 - Brash Strike (MP)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L1 - Hack and Hew (MP 2)
L3 - Parry and Riposte (MP)
L7 - Come and Get It (PHB)
L11 - Masterstroke (PHB)

Daily Attack Powers:
L1 - Driving Attack (MP 2)
L5 - Rain of Steel (PHB)
L9 - Thicket of Blades (PHB)

Utility Powers:
L2 - Glowering Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)

Skills:
Athletics (+11) --> +5 ability (Strength), +5 trained, +5 levels, -2 armor, -2 shield
Endurance (+14) --> +4 ability (Constitution), +5 trained, +5 levels, +2 racial, +2 item, -2 armor, -2 shield
Intimidate (+12) --> +0 ability (Charisma), +5 trained, +5 levels, +2 racial

Feats:
L1 - Armor Proficiency (Plate) (PHB)
L2 - Shield Push (PHB)
L4 - Mobile Challenge (D 378)
L6 - Bludgeon Expertise (HotFL)
L8 - Improved Initiative (PHB)
L10 - Improved Defenses (HotFL)
L11 - Hammer Shock (MP 2)

Changes:
+7 HP
Ability Score Boosts: +1 Strength (21), +1 Constitution (16), +1 Dexterity (15), +1 Intelligence (9), +1 Wisdom (17), +1 Charisma (11)
New Encounter Attack Power: Masterstroke (PHB)
New Feat: Hammer Shock (MP 2)
New Paragon Path: Kensei (PHB)

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp):
Strikebacks (AV)
L9 (4,200 gp): +2 Feyslaughter Warhammer (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Thrower Warhammer (D 385)
L7 (2,600 gp):
+2 Dwarven Layered Plate Armor (AV)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 28,040 gp

Discussion:
At this level, you gain a host of awesome benefits: Hammer Shock adds Rattling to your Melee Basic Attacks for some extra kick on Opportunity and Combat Challenge Attacks, the Kensei Paragon Path adds a nice bonus to hit, and the Diamond Cincture and a backup weapon upgrade gives you plenty of options.


Level 12

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Hindering Shield (D 385)
New Utility Power: Ultimate Parry (PHB)

Magic Items (Expected GP = 48,000):
L12 (13,000 gp): +3 Dwarven Gith Plate Armor (PHB)
L10 (5,000 gp):
Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): +2 Feyslaughter Warhammer (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Thrower Warhammer (D 385)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 38,440 gp

Discussion:
At this level, you pick up a sweet armor upgrade, as well as a nice defensive power in Ultimate Parry. The Hindering Shield feat offers a nice upgrade for your potential to inhibit your opponents by adding a slow to all your push effects.


Level 13

Changes:
+6 HP
New Encounter Attack Power: Anvil of Doom (PHB) (replaces Hack and Hew)

Magic Items (Expected GP = 64,000):
L14 (21,000 gp): +3 Feyslaughter Weapon (AV)
L12 (13,000 gp):
+3 Dwarven Gith Plate Armor (PHB)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Thrower Warhammer (D 385)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 55,240 gp

Discussion:
At this level, you pick up the fantastic Anvil of Doom power for a single-target stun power (one of the best ways to lock any enemy down), and you upgrade your good old reliable Feyslaughter Warhammer.


Level 14

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Wisdom (18)
New Feat: World Serpent's Grasp (HotFK)

Magic Items (Expected GP = 80,000):
L14 (21,000 gp): +3 Feyslaughter Weapon (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Gith Plate Armor (PHB)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L10 (5,000 gp):
Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 79,240 gp

Discussion:
At this level, you boost your ability scores (Strength and Wisdom), and you go out and get a bonus to your non-AC defenses via a Neck Slot Item upgrade, plus some nice emergency offense in the backup weapon and a nice complement to your slowing strategy in World Serpent's Grasp.


Level 15

Changes:
+6 HP
New Daily Attack Power: Unyielding Avalanche (PHB) (replaces Driving Attack)

Magic Items (Expected GP = 112,000):
L14 (21,000 gp): +3 Feyslaughter Weapon (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp):
+3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Gith Plate Armor (PHB)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp):
Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp):
Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 109,800 gp

Discussion:
At this level, we pick up a bit of extra initiative in the Casque of Tactics upgrade, and you pick up one of the best powers in your list in the form of Unyielding Avalanche and a mean item in the Backlash Tattoo and some nice ways to mess with probability in the Dice of Auspicious Fortune, as well as some emergency stickiness (should you need it) in the Battle Standard of the Hungry Blade.


Level 16

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Uncanny Dodge (PHB)
New Utility Power: Iron Warrior (PHB)

Magic Items (Expected GP = 160,000):
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp):
+3 Feyslaughter Weapon (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Gith Plate Armor (PHB)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 134,800 gp

Discussion:
At this level, you pick up a nice protective feat in Uncanny Dodge, a quality recovery power in Iron Warrior, and a nice power and property in the Ring of the Dragonborn Emperor.


Level 17

Changes:
+6 HP
New Encounter Attack Power: Revel in Pain (D 381) (replaces Parry and Riposte)

Magic Items (Expected GP = 240,000):
L17 (65,000 gp): +4 Dwarven Warplate Armor (PHB)
L16 (45,000 gp):
Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp):
Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): +3 Feyslaughter Weapon (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 230,000 gp

Discussion:
At this level, you upgrade your Iron Armbands of Power for more damage, your Plate armor for more defenses, and another punishing Interrupt power in Revel in Pain.


Level 18

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Wisdom (19)
New Feat: Weapon Focus (Hammers) (PHB)

Magic Items (Expected GP = 320,000):
L19 (105,000 gp): +4 Feyslaughter Warhammer (AV)
L17 (65,000 gp):
+4 Dwarven Warplate Armor (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 314,000 gp

Discussion:
Here, you pick up your beloved +4 weapon, as well as a nice bonus to your damage dealt in Weapon Focus.


Level 19

Changes:
+6 HP
New Daily Attack Power: Strike of the Watchful Guard (PHB) (replaces Thicket of Blades)

Magic Items (Expected GP = 400,000):
L19 (105,000 gp): +4 Feyslaughter Warhammer (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp):
+4 Dwarven Warplate Armor (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): +3 Dwarven Thrower Warhammer (D 385)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 382,000 gp

Discussion:
At this point, you get the awesome Strike of the Watchful Guard to let you lock down two targets completely, as well as a Neck Slot Item upgrade in the Steadfast Amulet.


Level 20

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Weaponsoul Dance (PHB)
New Feat: Forceful Opportunist (D 379)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp):
Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp):
+4 Feyslaughter Warhammer (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Warplate Armor (PHB)
L17 (65,000 gp): +4 Dwarven Thrower Warhammer (D 385)
L16 (45,000 gp):
Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 554,000 gp

Discussion:
Here, you pick up a nice power in Weaponsoul Dance, a backup weapon upgrade is also nice, and an upgrade to your Diamond Cincture means that more healing available to you.


Level 21 Snapshot

Race: Warforged (EPG)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 17 (+3)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 20 (+5)
Charisma 12 (+1)

HP: 161 --> 15 base, +26 Strength, +120 levels
Bloodied: 80 HP or less
Healing Surges: 12 --> 9 base, +3 Constitution
Healing Surge Value: 40 HP

AC: 37 --> 10 base, +11 armor, +10 levels, +4 enhancement, +2 shield
Fortitude: 39 --> 10 base, +8 ability (Strength), +10 levels, +4 enhancement, +3 feat, +2 class, +2 item
Reflex: 32 --> 10 base, +3 ability (Dexterity), +10 levels, +4 enhancement, +3 feat, +2 shield
Will: 33 --> 10 base, +5 ability (Wisdom), +10 levels, +4 enhancement, +3 feat, +1 racial

Initiative: +23 --> +3 ability (Dexterity), +10 levels, +8 feat, +2 item

Speed: 6 --> 6 base, +1 Guardian Mindfulness, -1 armor

Racial Powers:
Warforged Resolve (EPG)

At-Will Attack Powers:
L1 - Brash Strike (MP)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L7 - Come and Get It (PHB)
L11 - Masterstroke (PHB)
L13 - Anvil of Doom (PHB)
L17 - Revel in Pain (D 381)

Daily Attack Powers:
L5 - Rain of Steel (PHB)
L15 - Unyielding Avalanche (PHB)
L19 - Strike of the Watchful Guard (PHB)
L20 - Weaponsoul Dance (PHB)

Utility Powers:
L2 - Glowering Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)

Skills:
Athletics (+19) --> +8 ability (Strength), +5 trained, +10 levels, -2 armor, -2 shield
Endurance (+23) --> +6 ability (Constitution), +5 trained, +10 levels, +2 racial, +4 item, -2 armor, -2 shield
Intimidate (+18) --> +1 ability (Charisma), +5 trained, +10 levels, +2 racial

Feats:
L1 - Armor Proficiency (Plate) (PHB)
L2 - Shield Push (PHB)
L4 - Mobile Challenge (D 378)
L6 - Bludgeon Expertise (HotFL)
L10 - Improved Defenses (HotFL)
L11 - Hammer Shock (MP 2)
L12 - Hindering Shield (D 385)
L14 - World Serpent's Grasp (HotFK)
L16 - Uncanny Dodge (PHB)
L18 - Weapon Focus (Hammers) (PHB)
L20 - Forceful Opportunist (D 378)
L21 - Overwhelming Impact (MP 2)
L21 - Superior Initiative (PHB 3)

Changes:
+9 HP
Ability Score Boosts: +3 Strength (26), +1 Constitution (17), +1 Dexterity (16), +1 Intelligence (10), +1 Wisdom (20), +1 Charisma (12)
New Epic Destiny: Ceaseless Guardian (D 387)
New Feats: Overwhelming Impact (MP 2), Superior Initiative (PHB 3) (replaces Improved Initiative)

Magic Items (Expected GP = 800,000):
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Feyslaughter Warhammer (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Warplate Armor (PHB)
L17 (65,000 gp): +4 Dwarven Thrower Warhammer (D 385)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp):
Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 567,000 gp

Discussion:
At this level, more big changes occur. Ceaseless Guardian gives you a big Strength bump along with some extra speed, Overwhelming Impact turns your myriad array of slow effects into much more powerful dazes (which means you can daze At-Will, on OA's, and on Combat Challenge Attacks), and Superior Initiative buffs your initiative some more. Finally, and the Stone of Earth give you even more do-overs on your dice.


Level 22

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feats: Knock-Back Swing (MP), Rapid Combat Challenge (D 387) (replaces Forceful Opportunist)
New Utility Power: Martial Supremacy (D 382)

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp):
+5 Dwarven Legion Plate Armor (PHB)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Feyslaughter Warhammer (AV)
L17 (65,000 gp): +4 Dwarven Thrower Warhammer (D 385)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,177,000 gp

Discussion:
At this point, you pick up an awesome reliability upgrade in Martial Supremacy, some base power upgrades in Rapid Combat Challenge and Knock-Back Swing, and upgrades to your armor and neck as icing.


Level 23

Changes:
+6 HP
New Encounter Attack Power: Warrior's Urging (PHB) (replaces Come and Get It)

Magic Items (Expected GP = 1,600,000):
L24 (525,000 gp): +5 Feyslaughter Warhammer (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Dwarven Legion Plate Armor (PHB)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): +4 Dwarven Thrower Warhammer (D 385)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,597,000 gp

Discussion:
At this level, you get an upgrade for your main weapon, and you get an awesome power in Warrior's Urging (basically a souped-up Come and Get It).


Level 24

Changes:
+7 HP
Ability Score Boosts: +1 Strength (27), +1 Dexterity (17)
New Feat: Armor Specialization (Plate) (PHB)

Magic Items (Expected GP = 2,100,000):
L24 (525,000 gp): +5 Feyslaughter Warhammer (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Dwarven Legion Plate Armor (PHB)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp):
Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L7 (2,600 gp): Rushing Cleats (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,857,000 gp

Discussion:
At this level, you make some investment in your ability scores, pick up some extra AC via Armor Specialization, and get your backup weapon upgraded.


Level 25

Changes:
+6 HP
New Daily Attack Power: Marking Barrage (MP) (replaces Strike of the Watchful Guard)

Magic Items (Expected GP = 2,800,000):
L24 (525,000 gp): +5 Feyslaughter Warhammer (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp):
+5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp):
+5 Dwarven Legion Plate Armor (PHB)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,780,400 gp

Discussion:
At this level, we swap out Strike of the Watchful Guard for Marking Barrage, which will provide us with a close burst attack that hits for solid damage and imposes marks that you won't need to upkeep (combined with Rapid Combat Challenge, this keeps two enemies under wraps with little effort). Additionally, the Eye of Awareness does wonders for your Will and initiative here, and the Boots of Caiphon do the same for your mobility and Reflex.


Level 26

Changes:
+6 HP
New Feat: Martial Mastery (MP)
New Utility Power: Always Ready (D 387)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): +5 Feyslaughter Warhammer (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Legion Plate Armor (PHB)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 3,860,400 gp

Discussion:
At this level, we get a neat Utility power in Always Ready, your final Arms slot upgrade, and an awesome power recovery feat in Martial Mastery. A good level for you.


Level 27

Changes:
+6 HP
New Encounter Attack Power: Cruel Reaper (PHB) (replaces Revel in Pain)

Magic Items (Expected GP = 6,000,000):
L27 (1,625,000 gp): +6 Dwarven Godplate Armor (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): +5 Feyslaughter Warhammer (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 5,160,400 gp

Discussion:
At this level, you get the awesomesauce of a premium close burst power in Cruel Reaper, and your final armor upgrade.


Level 28

Changes:
+7 HP
+1 to attacks, defenses, and attacks
Ability Score Boosts: +1 Strength (28), +1 Dexterity (18)
New Feat: Epic Will (PHB 2)

Magic Items (Expected GP = 8,000,000):
L29 (2,625,000 gp): +6 Feyslaughter Warhammer (AV)
L27 (1,625,000 gp): +6 Dwarven Godplate Armor (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 7,260,400 gp

Discussion:
At this level, you pick up a much-needed bonus to your Will defense in Epic Will, a final upgrade to your main weapon, and the final upgrade for your ability scores.


Level 29

Changes:
+6 HP
New Daily Attack Power: Force the Battle (PHB) (replaces Rain of Steel)

Magic Items (Expected GP = 10,000,000):
L29 (2,625,000 gp): +6 Feyslaughter Warhammer (AV)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Godplate Armor (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Thrower Warhammer (D 385)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 8,960,400 gp

Discussion:
At this level, you get the frankly awesome Force the Battle Daily power, which gives you a huge helping of extra offense. You also get your final Neck upgrade here.


Level 30 Snapshot

Race: Warforged (EPG)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 28 (+9)
Constitution 17 (+3)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 20 (+5)
Charisma 12 (+1)

HP: 217 --> 15 base, +28 Strength, +174 levels
Bloodied: 108 HP or less
Healing Surges: 12 --> 9 base, +3 Constitution
Healing Surge Value: 54 HP

AC: 48 --> 10 base, +14 armor, +15 levels, +6 enhancement, +2 shield, +1 feat
Fortitude: 47 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +3 feat, +2 class, +2 item
Reflex: 46 --> 10 base, +4 ability (Dexterity), +15 levels, +6 enhancement, +4 Epic Reflexes, +3 feat, +2 item, +2 shield
Will: 46 --> 10 base, +5 ability (Wisdom), +15 levels, +6 enhancement, +4 Epic Will, +3 feat, +2 item, +1 racial

Initiative: +32 --> +4 ability (Dexterity), +15 levels, +8 feat, +5 item

Speed: 6 --> 6 base, +1 Guardian Mindfulness, -1 armor

Racial Powers:
Warforged Resolve (EPG)

At-Will Attack Powers:
L1 - Brash Strike (MP)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L11 - Masterstroke (PHB)
L13 - Anvil of Doom (PHB)
L23 - Warrior's Urging (PHB)
L27 - Cruel Reaper (PHB)

Daily Attack Powers:
L15 - Unyielding Avalanche (PHB)
L20 - Weaponsoul Dance (PHB)
L25 - Marking Barrage (MP)
L29
- Force the Battle (PHB)

Utility Powers:
L2 - Glowering Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 - Martial Supremacy (D 382)
L26 - Always Ready (D 387)

Skills:
Athletics (+25) --> +9 ability (Strength), +5 trained, +15 levels, -2 armor, -2 shield
Endurance (+27) --> +3 ability (Constitution), +5 trained, +15 levels, +2 racial, +6 item, -2 armor, -2 shield
Intimidate (+23) --> +1 ability (Charisma), +5 trained, +15 levels, +2 racial

Feats:
L1 - Armor Proficiency (Plate) (PHB)
L2 - Shield Push (PHB)
L4 - Mobile Challenge (D 378)
L6 - Bludgeon Expertise (HotFL)
L10 - Improved Defenses (HotFL)
L11 - Hammer Shock (MP 2)
L12 - Hindering Shield (D 385)
L14 - World Serpent's Grasp (HotFK)
L16
- Uncanny Dodge (PHB)
L18 - Weapon Focus (Hammers) (PHB)
L21 - Overwhelming Impact (MP 2)
L21 - Superior Initiative (PHB 3)
L22 - Knock-Back Swing (MP)
L22
- Rapid Combat Challenge (D 387)
L24 - Armor Specialization (Plate) (PHB)
L26 - Martial Mastery (MP)
L28 - Epic Will (PHB 2)
L30 - Epic Reflexes (PHB 2)

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Epic Reflexes (PHB 2)

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): +6 Feyslaughter Warhammer (AV)
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Godplate Armor (PHB)
L27 (1,625,000 gp): +6 Dwarven Thrower Warhammer (D 385)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp):
Eye of Awareness (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
Nonmagical: Heavy Shield (PHB)
TOTAL: 12,895,400 gp

Discussion:
Capstone time! All items are paid, all feats picked, everything is here. Enjoy being awesome.



Build Goal and Tactics

This build has the goal of being the best Defender he can be: that means having some really mean disincentives for disobeying your mark, as well as making yourself hard to ignore. To achieve it, this build focuses on not letting your opponents go where they want to go, or do what they want to do. Once you have your opponent engaged, you are simply not going to let go. You also have the durability to deal with the hazards of such as a strategy.

This build functions as a classical front-liner; you want to be as high up on the initiative order as possible in order be able to lock opponents down so your allies can operate freely. Your defensive Utility powers combined with your defenses, HP and surges should keep you safe from all the attention your Opportunity and Combat Challenge Attacks (as well as your At-Wills) will garner. Don't think you're all about defense, though; you are also capable of some offense in a pinch. You are a Fighter, after all, so you can take a hit AND hit back.

Questions, thoughts, and comments are welcome, as always.
Variants


Swift Smith



This variant (contributed by CriticalBastard) trades in some of Mr. Smith's durability for some additional mobility and an expanded repertoire of tricks.

Build Summary

Race: Warforged (EPG)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)

Ability Scores:
L1 - Str 18, Con 15, Dex 14, Int 10, Wis 14, Cha 8
L4 - Str 19, Con 15, Dex 14, Int 10, Wis 15, Cha 8
L8 - Str 20, Con 15, Dex 14, Int 10, Wis 16, Cha 8
L11 - Str 21, Con 16, Dex 15, Int 11, Wis 17, Cha 9
L14 - Str 22, Con 16, Dex 15, Int 11, Wis 18, Cha 9
L18 - Str 23, Con 16, Dex 15, Int 11, Wis 19, Cha 9
L21 - Str 26, Con 17, Dex 16, Int 12, Wis 20, Cha 10
L24 - Str 27, Con 17, Dex 17, Int 12, Wis 20, Cha 10
L28 - Str 28, Con 17, Dex 18, Int 12, Wis 20, Cha 10

Feats:
L1 - Armor Proficiency (Plate) (PHB)
L2 - Shield Push (PHB)
L4 - Mobile Challenge (D 378)
L6 - Bludgeon Expertise (HotFL)
L8 - Improved Initiative (PHB)
L10 - Improved Defenses (HotFL)
L11 - Hammer Shock (MP 2)
L11 - Armor Specialization (Scale) (PHB) (replaces Armor Proficiency (Plate))
L12 - Hindering Shield (D 385)
L14 - World Serpent's Grasp (HotFK)
L16 - Reserve Maneuver (Trip Up) (PHB 2)
L18 - Weapon Focus (Hammers) (PHB)
L20 - Forceful Opportunist (D 378)
L21 - Overwhelming Impact (MP 2)
L21 - Superior Initiative (PHB 3) (replaces Improved Initiatve)
L22 - Knock-Back Swing (MP)
L22 - Rapid Combat Challenge (D 387) (replaces Forceful Opportunist)
L23 - Mobile Warrior (MP) (replaces Mobile Challenge)
L24 - Martial Mastery (MP)
L26 - Uncanny Dodge (PHB)
L28 - Epic Will (PHB 2)
L30 - Epic Reflexes (PHB 2)

At-Will Powers:
L1 - Brash Strike (MP)
L1 - Footwork Lure (PHB)

Encounter Powers:
L1 - Hack and Hew (MP 2)
L3 - Parry and Riposte (MP)
L7 - Come and Get It (PHB)
L11 - Masterstroke (PHB)
L13 - Anvil of Doom (PHB) (replaces Hack and Hew)
L14 - Parry and Riposte (MP) (replaces Masterstroke)
L17 - Revel in Pain (D 381) (replaces Parry and Riposte)
L23 - Warrior's Urging (PHB) (replaces Come and Get It)
L27 - Cruel Reaper (PHB) (replaces Revel in Pain)

Daily Powers:
L1 - Driving Attack (MP 2)
L5 - Rain of Steel (PHB)
L9 - Thicket of Blades (PHB)
L15 - Unyielding Avalanche (PHB) (replaces Driving Attack)
L19 - Strike of the Watchful Guard (PHB) (replaces Thicket of Blades)
L20 - Weaponsoul Dance (PHB)
L25 - Marking Barrage (MP) (replaces Strike of the Watchful Guard)
L29 - Force the Battle (PHB) (replaces Rain of Steel)

Utility Powers:
L2 - Glowering Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)
L12 - Ultimate Parry (PHB)
L16 - Iron Warrior (PHB)
L22 - Martial Supremacy (D 382)
L26 - Always Ready (D 387)

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): +6 Feyslaughter Warhammer (AV)
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L27 (1,625,000 gp): +6 Dwarven Thrower Warhammer (D 385)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp):
Eye of Awareness (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 12,881,200 gp

Combat Challenge and Opportunity Attacks

A big part of a Fighter's effectiveness is how powerful their mark punishment is, so we will be looking at this build's Combat Challenge and opportunity attacks to determine how powerful the disincentive for disobeying the Fighter is.


Combat Challenge Attacks



Level 1

Melee Basic Attack: +7 vs. AC
Hit: 1d10+4 damage
Critical: 14 damage


Level 11

Melee Basic Attack: +17 vs. AC
Hit: 1d10+9 damage, and the target is pushed 3 squares and takes a -2 penalty to attack rolls
Critical: 2d6+19 damage, and the target is pushed 3 squares and takes a -2 penalty to attack rolls


Level 21

Melee Basic Attack: +28 vs. AC
Hit: 2d10+23 damage, and the target takes a -2 penalty to attack rolls, and is pushed 3 squares and dazed until the start of your next turn
Critical: 4d6+43 damage, and the target takes a -2 penalty to attack rolls, and is pushed 3 squares and dazed until the start of your next turn


Level 30

Melee Basic Attack: +37 vs. AC
Hit: 2d10+28 damage, and the target takes a -2 penalty to attack rolls, and is pushed 2 squares and dazed until the start of your next turn
Critical: 6d6+48 damage, and the target takes a -2 penalty to attack rolls, and is pushed 2 squares and dazed until the start of your next turn



Opportunity Attacks



Level 1

Melee Basic Attack: +9 vs. AC
Hit: 1d10+4 damage, and the target's movement ends
Critical: 14 damage, and the target's movement ends


Level 11

Melee Basic Attack: +21 vs. AC
Hit: 1d10+11 damage, and the target takes a -2 penalty to attack rolls and its movement ends
Critical: 2d6+21 damage, and the target takes a -2 penalty to attack rolls and its movement ends


Level 21

Melee Basic Attack: +34 vs. AC
Hit: 2d10+23 damage, and the target takes a -2 penalty to attack rolls, is pushed 3 squares and dazed until the start of your next turn, and its movement ends
Critical: 4d6+43 damage, and the target takes a -2 penalty to attack rolls, is pushed 3 squares and dazed until the start of your next turn, and its movement ends


Level 30

Melee Basic Attack: +43 vs. AC
Hit: 2d10+28 damage, and the target takes a -2 penalty to attack rolls, is pushed 2 squares and dazed until the start of your next turn, and its movement ends
Critical: 6d6+48 damage, and the target takes a -2 penalty to attack rolls, is pushed 2 squares and dazed until the start of your next turn, and its movement ends
Miss: The target is pushed 2 squares and slowed until the start of your next turn

Miscellaneous: Character Builder Summary


CB Summary

====== Created Using Wizards of the Coast D&D Character Builder ======

LDB Mr. Smith, level 30

Warforged, Fighter, Kensei, Ceaseless Guardian

Build: Guardian Fighter

Fighter: Combat Superiority

Fighter Talents: One-handed Weapon Talent

Kensei Focus: Kensei Focus Craghammer

Guardian Mindfulness: Guardian Mindfulness Strength

 

FINAL ABILITY SCORES

Str 28, Con 24, Dex 15, Int 10, Wis 16, Cha 12.

 

STARTING ABILITY SCORES

Str 16, Con 14, Dex 13, Int 8, Wis 14, Cha 10.

 

 

AC: 48 Fort: 46 Reflex: 41 Will: 43

HP: 213 Surges: 16 Surge Value: 53

 

TRAINED SKILLS

Intimidate +23, Endurance +31, Athletics +25

 

UNTRAINED SKILLS

Acrobatics +13, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +18, Heal +18, History +15, Insight +18, Nature +18, Perception +18, Religion +15, Stealth +13, Streetwise +16, Thievery +13

 

FEATS

Level 1: Armor Proficiency (Plate)

Level 2: Shield Push

Level 4: Mobile Challenge

Level 6: Weapon Expertise (Hammer)

Level 8: Warforged Superiority

Level 10: Weapon Focus (Hammer)

Level 11: Hammer Shock

Level 12: Hindering Shield

Level 14: Ubiquitous Shield

Level 16: Improved Initiative (retrained to Superior Initiative at Level 21)

Level 18: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 20: Forceful Opportunist (retrained to Knock-Back Swing at Level 23)

Level 21: Overwhelming Impact

Level 22: Rapid Combat Challenge

Level 24: Armor Specialization (Plate)

Level 26: Martial Mastery

Level 28: Epic Will

Level 30: Epic Reflexes

 

POWERS

Fighter at-will 1: Brash Strike

Fighter at-will 1: Tide of Iron

Fighter encounter 1: Hack and Hew

Fighter daily 1: Driving Attack

Fighter utility 2: Pass Forward

Fighter encounter 3: Parry and Riposte

Fighter daily 5: Rain of Steel

Fighter utility 6: Daring Shot

Fighter encounter 7: Come and Get It

Fighter daily 9: Thicket of Blades

Fighter utility 10: Mighty Surge

Fighter encounter 13: Anvil of Doom (replaces Hack and Hew)

Fighter daily 15: Unyielding Avalanche (replaces Driving Attack)

Fighter utility 16: Iron Warrior

Fighter encounter 17: Revel in Pain (replaces Parry and Riposte)

Fighter daily 19: Strike of the Watchful Guard (replaces Thicket of Blades)

Fighter utility 22: Martial Supremacy

Fighter encounter 23: Warrior's Urging (replaces Come and Get It)

Fighter daily 25: Marking Barrage (replaces Strike of the Watchful Guard)

Fighter encounter 27: Cruel Reaper (replaces Revel in Pain)

Fighter daily 29: Force the Battle (replaces Rain of Steel)

 

ITEMS

Heavy Shield, Ring of Free Time (epic tier), Steadfast Amulet +6, Dwarven Godplate Armor +6, Iron Armbands of Power (epic tier), Eye of Awareness (epic tier), Ring of the Dragonborn Emperor (paragon tier), Stone of Earth (paragon tier), Dice of Auspicious Fortune (paragon tier), Strikebacks (heroic tier), Backlash Tattoo (heroic tier), Rushing Cleats (heroic tier), Diamond Cincture (paragon tier), Feyslaughter Warhammer +6, Dwarven Thrower Warhammer +6

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

You know I love it.  Ultimate Defenders are AWESOME.
No, Mr. Anderson, I expect you to die.
I'll be honest.  I like the build, but it has absolutely no relation to the character of Agent Smith

I mean, Smith doesn't even use a weapon, much less a shield.
The difference between madness and genius is determined only by degrees of success.
I'll be honest.  I like the build, but it has absolutely no relation to the character of Agent Smith

I mean, Smith doesn't even use a weapon, much less a shield.



Yeah, I was gonna ask about that, where the flavor came from. 

I'm as much as a Mr. Smith fan as anyone, and probably a bigger LDB fan than anyone, but I don't see the link here :0 
Any way to fit encouraging shield in there? I love the idea of a high will fighter.
Agent Smith was an unstoppable force that refused to go down. LDB has just created the ultimate fighter; one that refuses to go down. The name fits.
What Folarin said, and that the slang on the ##4e IRC channel for a Hammer + Shield wielder is a "Smith".
All killer, no filler.

This build is all about getting the job done, and doesn't worry about gimmicks. I like it!
Why Weapon Proficiency (Bastard Sword) in the level 30 build? I did not look at the other levels.
That would be a typo, good sir. That's supposed to be Shield Push. Thanks for the catch.
4 questions:

Why don't you take "belt of mountain endurance" ?
Where did you find the ED?
Don't you think Iron vanguard would be more aggressive?
Don't you think BRV would give more survivability?

PS: I like the build pretty much specialy because of the hindering shield/ Owerwhelming impact trick
So has the nerf to Pit Fighter made Kensei the de facto Fighter Paragon Path? Kensei's nice but all its really doing is adding a bonus to hit, which is worth its weight in gold, but doesn't add as much defense as other fighter Paragon Paths.

Still a solid build I'm sure no one will complain about playing. 
IIRC, pitfighter is still great for regular Wisdom based fighter as its only limitation is to fighter and fighter PP powers. Kensei has always been second choice for all non-wisdom based fighters seeking DPR.
4 questions:

Why don't you take "belt of mountain endurance" ?
Where did you find the ED?
Don't you think Iron vanguard would be more aggressive?
Don't you think BRV would give more survivability?

PS: I like the build pretty much specialy because of the hindering shield/ Owerwhelming impact trick




1. I took the Diamond Cincture because it provides a NAD bonus (it's my strongest NAD, but still nice), and because all the surges and surge value in the world are worthless if you cannot access them. I like having the ability to heal.

2. The Epic Destiny you can find in Dragon 387.

3. The Iron Vanguard extra damage is marginal. Only my OA's push AND knock prone, so in most cases I'd be giving up +1 to hit for +3 damage . That's not a good trade for a guy who needs to hit to get all his cool effects going and is cursed with a +2 proficiency weapon (and it's not all awesome on the DPR front either), and that's the best-case scenario for the Vanguard (L28); at Paragon it's +1 to hit for +1 damage (terrible trade), and at most of Epic it's +1 to hit for +2 to damage (the answer is still no). So apart from the neat AP revival feature, Iron Vanguard is not appealing to me.

4. The same reason as #3, mostly; the ability to connect is of supreme importance (if you read my Handbook, I'm not the biggest Battlerager fan, giving up all the Weapon Talent support and the +1 to hit to then be stuck with Invigorating powers to generate a significant THP pool = lot of things leaving for some THP). That said, I do have a Battlerager variant in the works that might prove interesting.

@Awesomologist: Kensei is always will be one of the default choices for a Fighter, but more so for a Fighter with a +2 proficiency weapon. All the cool add-ons on my At-Wills, OA's, and Combat Challenge attacks don't do diddly if I miss, so I want to miss as little as possible. I have also found myself in the possession of some overkill durability, though you can certainly shuffle things around if you don't feel that's the case for you.
4 questions:

Why don't you take "belt of mountain endurance" ? -- I think that 2x/day minor action surgeless healing and +2 fort is better than increased healing surge value.
Where did you find the ED? -- Dragon 387
Don't you think Iron vanguard would be more aggressive? -- Don't know but less accurate for sure.
Don't you think BRV would give more survivability? -- For sure but less accuracy and AFAIK, LDB loves hitting the most.

PS: I like the build pretty much specialy because of the hindering shield/ Owerwhelming impact trick



for Black Knight Irios for answering those mostly to a tee, though Diamond Cincture was errata'd to spend surges now (like I care: I have 'em in the double-digits from Day 1).
for Black Knight Irios for answering those mostly to a tee, though Diamond Cincture was errata'd to spend surges now (like I care: I have 'em in the double-digits from Day 1).



THX. But the belt remains still good even if you had a few surges less. Accessing your surges as a non-leader is just awesome - and as non-dwarf evenmore so.

1. I took the Diamond Cincture because it provides a NAD bonus (it's my strongest NAD, but still nice), and because all the surges and surge value in the world are worthless if you cannot access them. I like having the ability to heal.




Ok you convinced me about that point.



2. The Epic Destiny you can find in Dragon 387.




Yeap, I finally found it, kind of original... anyway not so fan compared to demigod where everything is just awesome. By the way what do you think about Invicible Vanguard?



3. The Iron Vanguard extra damage is marginal. Only my OA's push AND knock prone, so in most cases I'd be giving up +1 to hit for +3 damage . That's not a good trade for a guy who needs to hit to get all his cool effects going and is cursed with a +2 proficiency weapon (and it's not all awesome on the DPR front either), and that's the best-case scenario for the Vanguard (L28); at Paragon it's +1 to hit for +1 damage (terrible trade), and at most of Epic it's +1 to hit for +2 to damage (the answer is still no). So apart from the neat AP revival feature, Iron Vanguard is not appealing to me.




Obviously ,as you care, I care a lot to hit. But since with knock-back swing + Owerwhelming impact, I can slow or daze anything I attack either I hit or not (OA and Combat challenge but not tide of iron) do I really need to care about +1 to hit? And If I miss I still do CON damage since I pushed the target anyway. Still l understand why Kensei is great, need to think about it.

How come your target is Prone on an OA? 



4. The same reason as #3, mostly; the ability to connect is of supreme importance (if you read my Handbook, I'm not the biggest Battlerager fan, giving up all the Weapon Talent support and the +1 to hit to then be stuck with Invigorating powers to generate a significant THP pool = lot of things leaving for some THP). That said, I do have a Battlerager variant in the works that might prove interesting.




Yes, I read your handbookS a lot (thx very much by the way) and totally understand what you mean about the feat support for weapon talent class feature. But since I use a dwarf and use no feat requiring weapon talent I found more interesting to take the BRV for my build.
Right now I've to go to work (France) but I'd like to share my tank build with you(pretty much similar to Gnobbs one) and get your thougths about it.

PS: Hope my english is not to terrible.

[
@Awesomologist: Kensei is always will be one of the default choices for a Fighter, but more so for a Fighter with a +2 proficiency weapon. All the cool add-ons on my At-Wills, OA's, and Combat Challenge attacks don't do diddly if I miss, so I want to miss as little as possible. I have also found myself in the possession of some overkill durability, though you can certainly shuffle things around if you don't feel that's the case for you.



Since the Pit Fighter nerf I've just noticed a few more builds with Kensai popping up. Personal taste thing I guess, because Kensai just isn't interesting (except for the daily 20 power). Also I never build defenders with +2 weapons (sorry axe and hammer lovers) since even Longswords make pretty darn effective weapons.

Still though I'm not trying to knock this build. If anything I wish this was the type of build presented in a book like Player's Strategy Guide. I can just see the chapter title now:
"A fighter build even the worst player can't screw up!" 
That's pretty much the goal. Good to see I at least got close.

@Noor: Good call on Knock-Back Swing; I'm definitely going to retrain Forceful Opportunist into that. That said, Knock-Back Swing only works on OA's, and that's the most conditional way of getting your effects across. That +1 to hit is very important for Combat Challenge attacks and your bread-and-butter moves (not to mention all the Encounters and Dailies that do not push, including staples in your arsenal like Come and Get It/Warrior's Urging), and that makes Kensei better in my mind.

Also, my target is prone on an OA thanks to the Warforged Superiority racial feat.

Edit: On further reading of the feats, Knock-Back Swing does not daze on a missed OA, because Overwhelming Impact only allows you to swap a slow for a daze on a hit. Still a decent upgrade, because pushing and slowing will likely result in a fruitless end of the turn anyway (more fuel for the +1 to hit, though: you want to land that daze).
Also, as an aside, Smith is a construct who has artificially created "feelings" motivating him... hatred for mankind initially, and for basically all other beings ultimately.

I could buy him being a psychopathic warforged in Eberron.  :D

Nice build, which comes as no surprise.    Enjoying the "Harder" handbook, too.
71176698 wrote:
I would TPK them so hard, their next characters would come into-game at half health.
www.EveElizabeth.com
The character I'm currently playing is a variant of this concept, which trades the warforged for dragonborn, then additionally takes draconic arrogance, MC warden, crippling crush, hammering iron, and as many push items as I can get my hands on.

Pushing enemies 5 squares, slowing them, and dealing (1W + (strx2) + con) with tide of iron, combat challenge, and opp. attacks is pretty sweet control.  Driving attack ftw.


*edit

Something like:

Show

====== Created Using Wizards of the Coast D&D Character Builder ======
level 16
Dragonborn, Fighter, Iron Vanguard
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Acid

FINAL ABILITY SCORES
Str 24, Con 18, Dex 11, Int 9, Wis 11, Cha 14.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 8, Wis 10, Cha 11.


AC: 34 Fort: 33 Reflex: 25 Will: 26
HP: 123 Surges: 13 Surge Value: 34

TRAINED SKILLS
Intimidate +17, Endurance +13, Athletics +16

UNTRAINED SKILLS
Acrobatics +4, Arcana +7, Bluff +10, Diplomacy +10, Dungeoneering +8, Heal +8, History +9, Insight +8, Nature +8, Perception +8, Religion +7, Stealth +4, Streetwise +10, Thievery +4

FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Weapon Focus (Hammer)
Level 4: Defender of the Wild
Level 6: Crippling Crush
Level 8: Shield Push
Level 10: Hammering Iron
Level 11: Draconic Arrogance
Level 12: Hindering Shield
Level 14: Armor Proficiency (Plate)
Level 16: Paragon Defenses

POWERS
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Driving Attack
Fighter utility 2: Grit and Spittle
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Bloodspike Sweep
Fighter utility 10: Reactive Surge
Fighter encounter 13: Crumpling Slam (replaces Steel Serpent Strike)
Fighter daily 15: Boulder Charge (replaces Bloodspike Sweep)
Fighter utility 16: Tangle Up

ITEMS
Heavy Shield, Magic Specter Plate Armor +4, Knockback Warhammer +3, Iron Armbands of Power (heroic tier), Avalanche Boots (heroic tier), Badge of the Berserker +4, Gauntlets of the Ram (heroic tier), Diamond Cincture (heroic tier), Circlet of Indomitability (heroic tier)



Any Variants with Axe, Headsman chop and Warforged tactics could be expected?
This is a very robust and quality defender LDB.  Nicely done.

I noticed that you use heroic tier Iron Armbands of Power until 16th level.  May I ask if you considered a Hammer Shield (Item Sets > Aleheart Companions' Gear) for your heroic level arms slot?  If you did consider the shield may I ask how you arrived at your decision to favor the IAoP?

Also, Zamsz's post above mine noted the absence of Warforged Tactics which would help mitigate the Warhammer's +2 proficiency bonus.  Why did this feat fall short of making your starting lineup?

I hope my questions come off as constructive!  Any insight into how you "weight" your decisions when faced with a variety of solid choices will add depth to your already detailed build!


I would suggest Forceful Opportunist, concretebuddha. It works the same way as Hammering Iron, except that it also gives you the option of shifting forward.

Crippling Crush and Warden MC were actually in the build for a very long time, but then I decided to make the build more about the tanking and less about the damage (feat starvation is one of the primary concerns for Mr. Smith).

@Zamsz: I may create a more damage-oriented variant, yes, but the Hammer is non-negotiable: a lot of the tricks I employ depend on having that weapon group.

@Kadet: I had not considered the Shield, but while +1 to all defenses is nice (and will certainly earn mention in my Handbook), my defenses have proven adequate, and I can't really ignore damage (though it certainly is a secondary priority): threat is part of what makes a Fighter's punishment scary.

Warforged Tactics was not included because the lockdown style of defense this build employs often means that you will frequently be engaging multiple enemies on your own to allow your allies some room to maneuver. With that in mind, Warforged Tactics loses some of its luster.
Don't think that mobile challenge will work with vigilante justice + brash strike. Or was the plan to use them interchangeably?
I do have a CS ruling that a power substituting a Melee Basic Attack in any way can keep its add-ons (Impaling Spear and Howling Strike on a charge, for instance), but if that is disallowed, we would be rotating Vigilante Justice Style out in favor of something else.
Thank you for the awesome build lordduskblade

Could I get your input on a Dragonborn variant I'm going to be playing soon? He's a little more push-oriented than Mr Smith due to taking Draconic Arrogance, but I've tried to keep the primary ethos the same - Tough, sticky, and no-nonsense.

I've only included the basic magical items expected at lvl-30 (shield, armour, weapon, neck) to illustrate what defenses would be like.

====== Created Using Wizards of the Coast D&D Character Builder ======
Boros, level 30
Dragonborn, Fighter, Kensei, Demigod
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Kensei Focus: Kensei Focus Warhammer
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning

FINAL ABILITY SCORES
Str 28, Con 26, Dex 14, Int 10, Wis 14, Cha 14.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.


AC: 46 Fort: 44 Reflex: 41 Will: 41
HP: 215 Surges: 17 Surge Value: 61

TRAINED SKILLS
Intimidate +24, Endurance +32, Athletics +27

UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +17, Diplomacy +17, Dungeoneering +17, Heal +17, History +17, Insight +17, Nature +17, Perception +17, Religion +15, Stealth +15, Streetwise +17, Thievery +15

FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Encouraging Shield
Level 4: Shield Push
Level 6: Mobile Challenge
Level 8: Forceful Opportunist
Level 10: Skill Power
Level 11: Draconic Arrogance
Level 12: Thundering Breath
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Hindering Shield
Level 18: Ubiquitous Shield
Level 20: Daunting Challenge
Level 21: Overwhelming Impact
Level 22: Concussive Breath
Level 24: Superior Initiative
Level 26: Epic Will
Level 28: Epic Reflexes
Level 30: Martial Mastery

POWERS
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Brash Strike
Skill Power: Reactive Surge
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Crumpling Slam (replaces Hack and Hew)
Fighter daily 15: Boulder Charge (replaces Driving Attack)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Vorpal Tornado (replaces Bull Charge)
Fighter daily 19: Strike of the Watchful Guard (replaces Thicket of Blades)
Fighter utility 22: Unyielding
Fighter encounter 23: Warrior's Urging (replaces Come and Get It)
Fighter daily 25: Unyielding Avalanche (replaces Rain of Steel)
Fighter encounter 27: Colossal Strike (replaces Crumpling Slam)
Fighter daily 29: Force the Battle (replaces Unyielding Avalanche)

ITEMS
Adventurer's Kit, Heavy Shield, Dwarven Elderscale Armor +6, Feyslaughter Warhammer +6, Life Charm +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I get being push-oriented, but Crumpling Slam is nowhere near the power Anvil of Doom is: a stun outweighs anything the other power has to offer. The same goes for Boulder Charge and Unyielding Avalanche, even if you already have Rain of Steel (can't use it every encounter, after all). I can also tell you right now that Colossal Strike doesn't offer the power Cruel Reaper does (two close burst attacks will let you deal more damage per target, and target a whole lot more people). The AC value also seems a bit low; you may want a feat or two to help with that. I would also suggest you retrain Thundering Breath into Concussive Breath, since it does the same thing, only better.

Good call on grabbing Fighter's Grit and Reactive Surge, though. I may just try to do that myself.
Thanks for the reply lordduskblade

I get being push-oriented, but Crumpling Slam is nowhere near the power Anvil of Doom is: a stun outweighs anything the other power has to offer.


True enough, until lvl-21 anyway, where Crumpling Slam essentially becomes a stun (daze + prone = they waste their move action standing up, ending their turn). It also does more damage (2 triggers of Arrogance). But you're right, during Paragon at least Anvil is the superior choice.

The same goes for Boulder Charge and Unyielding Avalanche, even if you already have Rain of Steel (can't use it every encounter, after all).


I really like Unyielding, but between Boulder & Unyielding at lvl-15 it's a really tough call. The build has the potential of using the large push from Breath to line enemies up, and then Boulder Charge them all (kudos goes to Gnoob & Tank 3.0 for that idea). Which is a hit for 2W + Str x3 + Con against all of them, leaving them slowed and prone (or dazed & prone at lvl-21, for a pseudo AoE stun).

I have to give it more thought though.

Edit: I just read the Paragon powers section you added into your Fighter's guide, and it totally didn't occur to me that Boulder Charge would be provoking OA's from enemies. With that taken into consideration I see your point for taking Unyielding.

I can also tell you right now that Colossal Strike doesn't offer the power Cruel Reaper does (two close burst attacks will let you deal more damage per target, and target a whole lot more people).


I picked Colossal for the pseudo-stun (daze + prone) as well as the ability to push large distances (such as off cliffs, over balconies, into zones, and so forth). Cruel Reaper is very damaging, but we've still got Vorpal Tornado for close burst attacks (which also happens to "stun"), so Colossal is the more controlling option.

The AC value also seems a bit low; you may want a feat or two to help with that. I would also suggest you retrain Thundering Breath into Concussive Breath, since it does the same thing, only better.


Yeah, I might have to do what you did and fit Plate Prof/Specialisation in there somewhere. Can't retrain Thundering Breath since that's a pre-req for Concussive though.

Good call on grabbing Fighter's Grit and Reactive Surge, though. I may just try to do that myself.


Thanks
Ah. Yes it is. A shame.

Also, push + daze + prone is not quite a true stun: an enemy with Ranged options will find himself relatively unaffected (Ranged attacks suffer no penalty from being prone), and an enemy with Reach (quite plentiful at Epic) can simply attack at a -2 penalty.

While Boulder Charge has some neat synergy with Thunder Breath, an AC/save buff coupled with slowing autodamage and regeneration is much easier to use and will pile up more damage overall. If you want to take Boulder Charge, I suggest reversing the order: take Unyielding at 15, and Boulder Charge at 25.
Ah. Yes it is. A shame.

Also, push + daze + prone is not quite a true stun: an enemy with Ranged options will find himself relatively unaffected (Ranged attacks suffer no penalty from being prone), and an enemy with Reach (quite plentiful at Epic) can simply attack at a -2 penalty.

While Boulder Charge has some neat synergy with Thunder Breath, an AC/save buff coupled with slowing autodamage and regeneration is much easier to use and will pile up more damage overall. If you want to take Boulder Charge, I suggest reversing the order: take Unyielding at 15, and Boulder Charge at 25.

?

You take a -2 penalty to attack rolls.

Seems bad to me for Ranged....did you think the -2 was for melee only?
Ah. Yes it is. A shame.

Also, push + daze + prone is not quite a true stun: an enemy with Ranged options will find himself relatively unaffected (Ranged attacks suffer no penalty from being prone), and an enemy with Reach (quite plentiful at Epic) can simply attack at a -2 penalty.

While Boulder Charge has some neat synergy with Thunder Breath, an AC/save buff coupled with slowing autodamage and regeneration is much easier to use and will pile up more damage overall. If you want to take Boulder Charge, I suggest reversing the order: take Unyielding at 15, and Boulder Charge at 25.


Good points. What do you think of swapping Rain of Steel out for Unyielding Avalanche at 15, rather than Driving Attack? If I'm taking Anvil of Doom rather than Crumpling Slam as the lvl-13 encounter power, I lack a strong single-target damage attack. With Arrogance, Driving Attack turns into a pretty damaging power that scales beautifully through Paragon (3W + 25 damage at lvl-11, then 3W + 30 damage at lvl-14 when Strength gets boosted, and then 3W + 38 damage at lvl-16 when Kensai Mastery kicks in).

Just thinking of ways to boost AC a bit too, I have a few options:
a) take plate prof/specialisation, which I don't really want to do, since Scale fits the draconic theme so much better and doesn't impose a check penalty.
b) lower my starting Constitution to 14, raise Dex to 14 and Wis to 13, and pick up Scale Spec in Paragon.
c) Take Mastered Technique and get an AC boost whenever I'm hitting
D) Take the Adamantine Soldier ED, for +2 AC and damage resistance in exchange for Demigod's stat bonuses/anti-death ability/regeneration utility. A bit of a poor tradeoff IMO.

If anyone can think of any other ideas or options, please chime in
Ah, yes, my mistake. Likely a holdover from 3.5.

@Grimmand: I can see you swapping Rain of Steel for Unyielding Avalanche, if you want that single-target option so badly. I also think a) is your best bet, but c) is also a fairly valid option.
@Grimmand: I can see you swapping Rain of Steel for Unyielding Avalanche, if you want that single-target option so badly. I also think a) is your best bet, but c) is also a fairly valid option.


Thanks for the input Here's the revised build, with your recommendations taken into account:

====== Created Using Wizards of the Coast D&D Character Builder ======
Boros the Talented, level 30
Dragonborn, Fighter, Kensei, Demigod
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Kensei Focus: Kensei Focus Warhammer
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning

FINAL ABILITY SCORES
Str 28, Con 26, Dex 14, Int 10, Wis 14, Cha 14.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.

AC: 46 Fort: 44 Reflex: 41 Will: 41
HP: 215 Surges: 17 Surge Value: 61

TRAINED SKILLS
Intimidate +24, Endurance +32, Athletics +27

UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +17, Diplomacy +17, Dungeoneering +17, Heal +17, History +17, Insight +17, Nature +17, Perception +17, Religion +15, Stealth +15, Streetwise +17, Thievery +15

FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Encouraging Shield
Level 4: Shield Push
Level 6: Mobile Challenge
Level 8: Forceful Opportunist
Level 10: Skill Power
Level 11: Draconic Arrogance
Level 12: Thundering Breath
Level 14: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 16: Hindering Shield
Level 18: Ubiquitous Shield
Level 20: Mastered Technique
Level 21: Overwhelming Impact
Level 22: Concussive Breath
Level 24: Superior Initiative
Level 26: Epic Will
Level 28: Epic Reflexes
Level 30: Martial Mastery

POWERS
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Brash Strike
Skill Power: Reactive Surge
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Anvil of Doom (replaces Hack and Hew)
Fighter daily 15: Unyielding Avalanche (replaces Rain of Steel)
Fighter utility 16: Iron Warrior
Fighter encounter 17: Vorpal Tornado (replaces Bull Charge)
Fighter daily 19: Strike of the Watchful Guard (replaces Thicket of Blades)
Fighter utility 22: Unyielding
Fighter encounter 23: Warrior's Urging (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Driving Attack)
Fighter encounter 27: Skullcrusher (replaces Anvil of Doom)
Fighter daily 29: Force the Battle (replaces Reaper's Stance)

ITEMS
Adventurer's Kit, Heavy Shield, Dwarven Elderscale Armor +6, Feyslaughter Warhammer +6, Life Charm +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Skullcrusher might not be quite a stun, but it gets pretty close. Dazed + Blinded, and dishing out considerably more damage than Anvil. I don't want to replace Vorpal Tornado with Cruel Reaper as Vorpal dazes + prones, wheras Cruel is simply damaging. With Arrogance Vorpal's damage is respectable anyway.

Mastered Technique is taken to raise AC to effectively 47, so long as I can keep hitting. With 3 ways to spend surges (Reactive Surge, Iron Warrior, and Unyielding) one of which is an Encounter power, and three forms of regeneration (Endless Endurance, Unyielding Avalanche, and Divine Regeneration), this character is pretty tough to kill as it is.
I picked Colossal for the pseudo-stun (daze + prone) as well as the ability to push large distances (such as off cliffs, over balconies, into zones, and so forth). Cruel Reaper is very damaging, but we've still got Vorpal Tornado for close burst attacks (which also happens to "stun"), so Colossal is the more controlling option.


Vorpal Tornado is a burst so it doesn't trigger Overwhelming Impact (which only works for melee attacks).

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Wow, that takes a lot of sting off of Vorpal Tornado. I was considering keeping it for the mass daze + prone, but if it doesn't give me that, Cruel Reaper is the definitive upgrade.
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