Wolfpack Guardian

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Wolfpack Guardian: Fighter/Pit Fighter/Destined Scion


This build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DSCS - Dark Sun Campaign Setting
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

Level 1 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Background: Auspicious Birth (D 366)
Theme: Gladiator (DSCS)

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

HP: 33 --> 15 base, +18 Strength
Bloodied: 16 HP or less
Healing Surges: 10 --> 9 base, +1 Constitution
Healing Surge Value: 8 HP

AC: 19 --> 10 base, +7 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, +3 ability (Wisdom)

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

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

Racial Powers:
Longtooth Shifting (PHB 2)

Theme Powers:
Disruptive Advance (DSCS)

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)

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

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

Skills:
Athletics (+9) --> +4 ability (Strength), +5 trained, +2 racial, -2 shield
Endurance (+6) --> +1 ability (Constitution), +5 trained, +2 racial, -2 shield
Intimidate (+5) --> +0 ability (Charisma), +5 trained

Feats:
L1 - Shield Push (PHB)

Gear (Expected GP = 100):
Heavy shield (PHB) (10 gp)
Javelin (2) (PHB) (5 gp each, 10 gp total)
Longsword (PHB) (15 gp)
Scale armor (PHB) (45 gp)
Standard adventurer's kit (PHB) (15 gp)
5 gp

Discussion:
The ability score distribution is the foundation on how we want the character to be built, and as such is important. Strength gets the most points (9 out of 22, for a 16 before racial modifiers) because the attack rolls the character will usually make will use Strength. Dexterity and Wisdom follow (5 out of 22 each, for a 14 before racial modifiers) for different reasons: Wisdom is the build's secondary ability, affecting some things the character will do (as well as boosting Will defense), whereas Dexterity will help get you some feats you want to have, and will keep your Reflex defense solid. The rest of the points (3 out of 22, for a 13 before racial modifiers) go into Constitution to help this Fighter withstand the heat he'll be trying to draw toward himself. The remaining 10 and 8 won't affect this build much either way.

The two main priorities here are to be well-defended (hence the choice to carry a heavy shield), and to be precise (which is why Fighter Weapon Talent and the Longsword were chosen). The Javelins are carried in case engaging in Melee is impossible, and the skill choices were made to match the character's racial bonuses and strong ability scores as much as possible.

As far as At-Wills go, Cleave lets you spread some extra damage around, and Footwork Lure provides some forced movement you can effect at-will. Hack and Hew lets you actively attack (and thus mark) two targets, and Driving Attack provides some vicious on-demand damage.


Level 2

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Mobile Challenge (D 378)
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 Scale Armor (PHB)
L2 (520 gp):
+1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,560 gp

Discussion:
At this level, you expand your mobility options by picking Mobile Challenge, which will let you chase retreating opponents. Additionally, you are exposed to magic items for the first time. At this point, cherry-picking them may not be possible, but you should try to go for the Dwarven Armor: having an emergency heal is always good for a Defender. The Cloak of Resistance can also help with some damage absorption, and the Farbond Spellblade gives you a better Ranged option. Last but not least, the Glowering Threat Utility power imposes a huge penalty to opponents who dare to ignore you.


Level 3

Changes:
+6 HP
New Encounter Attack Power: Sweeping Blow (PHB)

Magic Items (Expected GP = 2,560):
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,400 gp

Discussion:
Here, you pick up a nice hit-everybody attack in Sweeping Blow, and a way to kick-start your contribution in the Casque of Tactics and its initiative bonus.


Level 4

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Wisdom (17)
New Feat: Weapon Proficiency (Bastard Sword) (PHB)

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): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,400 gp

Discussion:
This level features investment in the future via the ability score upgrades and a bigger sword in the Bastard Sword. As far as items are concerned, it's best to bide your time this level.


Level 5

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

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 4,200 gp

Discussion:
This is a big level for you offensively; not only do you get the awesome Rain of Steel Daily Stance, you also pick up a meaty damage bonus in the Iron Armbands of Power.


Level 6

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

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
Nonmagical: Heavy Shield (PHB)
TOTAL: 6,280 gp

Discussion:
Here, you pick up some welcome extra accuracy in Heavy Blade Expertise, as well as the ability to shrug off conditions in Ignore Weakness and a weapons upgrade.


Level 7

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

Magic Items (Expected GP = 9,600):
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
Nonmagical: Heavy Shield (PHB)
TOTAL: 8,360 gp

Discussion:
Here, we pick up one of the iconic Fighter powers in Come and Get It, as well as a nice armor upgrade.


Level 8

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Wisdom (18)
New Feat: Weapon Focus (Heavy Blades) (PHB)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
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: 11,240 gp

Discussion:
At this level, your main two ability scores get another upgrade, and this one raises the modifier. Additionally, the Weapon Focus feat gives you some sweet extra damage, and the Steadfast Amulet gives you a way to shake off harmful effects.


Level 9

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

Magic Items (Expected GP = 16,000):
L9 (4,200 gp): Backlash Tattoo (AV 2)
L8 (3,400 gp):
+2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
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: 15,440 gp

Discussion:
At this level, the Thicket of Blades power offers a nice way to hinder multiple enemies simultaneously, and the Backlash Tattoo offers you a nice reprisal to getting bloodied.


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): Backlash Tattoo (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
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: 20,440 gp

Discussion:
This level offers plenty of role-enhancing perks, with Improved Defense buffing your non-AC defenses, Clearheaded offering you a way to wiggle out of status effects, and the Strikebacks providing you with the means to be more threatening overall.


Level 11 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Pit Fighter (PHB)
Background: Auspicious Birth (D 366)
Theme: Gladiator (DSCS)

Ability Scores, with racial adjustments:
Strength 21 (+5)
Constitution 14 (+2)
Dexterity 15 (+2)
Intelligence 9 (-1)
Wisdom 19 (+4)
Charisma 11 (+0)

HP: 96 --> 15 base, +21 Strength, +60 levels
Bloodied: 48 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 24 HP

AC: 28 --> 10 base, +8 armor, +5 levels, +2 enhancement, +2 shield, +1 Armor Optimization
Fortitude: 26 --> 10 base, +5 ability (Strength), +5 levels, +2 class, +2 enhancement, +2 feat
Reflex: 23 --> 10 base, +2 ability (Dexterity), +5 levels, +2 enhancement, +2 feat, +2 shield
Will: 23 --> 10 base, +4 ability (Wisdom), +5 levels, +2 enhancement, +2 feat

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

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

Racial Powers:
Longtooth Shifting (PHB 2)

Theme Powers:
Disruptive Advance (DSCS)

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L1 - Hack and Hew (MP 2)
L3 - Sweeping Blow (PHB)
L7 - Come and Get It (PHB)
L11 - All Bets are Off (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 (+15) --> +5 ability (Strength), +5 trained, +5 levels, +2 racial, -2 shield
Endurance (+14) --> +2 ability (Constitution), +5 trained, +5 levels, +2 item, +2 racial, -2 shield
Intimidate (+10) --> +0 ability (Charisma), +5 trained, +5 levels

Feats:
L1 - Shield Push (PHB)
L2 - Mobile Challenge (D 378)
L4 - Weapon Proficiency (Bastard Sword) (PHB)
L6
- Heavy Blade Expertise (HotFL)
L8 - Weapon Focus (Heavy Blades) (PHB)
L10 - Improved Defenses (HotFL)
L11 - Improved Initiative (PHB)

Changes:
+7 HP
Ability Score Boosts: +1 Strength (21), +1 Constitution (14), +1 Dexterity (15), +1 Intelligence (9), +1 Wisdom (19), +1 Charisma (11)
New Encounter Attack Power: All Bets are Off (PHB)
New Feat: Improved Initiative (PHB)
New Paragon Path: Pit Fighter (PHB)

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): +2 Sunblade Bastard Sword (AV)
L9 (4,200 gp):
Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp):
+2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp):
Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Siberys Shard of Radiance (Heroic Tier) (EPG)
Nonmagical:
Heavy Shield (PHB)
TOTAL: 30,520 gp

Discussion:
Big things happen at this level. The first obvious change is that you relegate your Farbond Spellblade to backup status in favor of the additional damage the Sunblade with a Siberys Shard of Radiance bring to the table. Next, you pick up Improved Initiative to get into the fight quickly. You also pick up the Pit Fighter path, which nets you a brutal AP feature, some AC, and a nice Encounter power. Finally, you pick up the Boots of Eagerness to help you engage opponents and a Ruby Scabbard for a little extra damage and some action economy.


Level 12

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

Magic Items (Expected GP = 48,000):
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): +2 Sunblade Bastard Sword (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Siberys Shard of Radiance (Heroic Tier) (EPG)
Nonmagical: Heavy Shield (PHB)
TOTAL: 46,320 gp

Discussion:
At this level, the Hindering Shield feat tacks on a nasty slow onto your forced movement, and you pick up some better armor and some healing via the Diamond Cincture.


Level 13

Changes:
+6 HP
New Encounter Attack Power: Bash and Pummel (MP 2) (replaces Hack and Hew)

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): +2 Sunblade Bastard Sword (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Siberys Shard of Radiance (Heroic Tier) (EPG)
Nonmagical: Heavy Shield (PHB)
TOTAL: 59,520 gp

Discussion:
At this level, you make your first power-swap and get the awesome dazing multiattack that is Bash and Pummel. Also, you upgrade your Neck Slot Item here as well.


Level 14

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Wisdom (20)
New Feat: World Serpent's Grasp (HotFK)

Magic Items (Expected GP = 80,000):
L15 (25,000 gp): +3 Radiant Bastard Sword (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
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): Boots of Eagerness (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Siberys Shard of Radiance (Heroic Tier) (EPG)
Nonmagical: Heavy Shield (PHB)
TOTAL: 78,520 gp

Discussion:
This level features boosts to ability scores, a nasty trick in World Serpent's Grasp, and the long-awaited arrival of the Radiant Longsword and its awesome damage bonus.


Level 15

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

Magic Items (Expected GP = 112,000):
L15 (25,000 gp): +3 Radiant Bastard Sword (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
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): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 105,240 gp

Discussion:
At this level, your backup weapon is upgraded, as is your Siberys Shard. Additionally, your first Daily power-swap nets you the mighty Unyielding Avalanche.


Level 16

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Heavy Blade Opportunity (PHB)
New Utility Power: Mighty Surge (D 379)

Magic Items (Expected GP = 160,000):
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L15 (25,000 gp): +3 Radiant Bastard Sword (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
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): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 157,240 gp

Discussion:
At this level, the Pit Fighter's Dirty Fighting gives you a meaty damage boost, and the Heavy Blade Opportunity lets you apply it to your OA's. Additionally, Mighty Surge nets you some self-healing and buffing. Last but not least, your armor is upgraded here.


Level 17

Changes:
+6 HP
New Encounter Attack Power: Scattering Swing (MP) (replaces Sweeping Blow)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L15 (25,000 gp): +3 Radiant Bastard Sword (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
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):
Battle Standard of the Hungry Blade (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp):
Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 238,440 gp

Discussion:
Here, you pick up Scattering Swing to have a close burst with a bit more punch, you upgrade your Neck Slot Item, and you pick up a neat item to fiddle with fat in the Dice of Auspicious Fortune. Also, you get a nice stickiness enhancer in the Battle Standard of the Hungry Blade.


Level 18

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Wisdom (21)
New Feat: Armor Specialization (Scale) (PHB)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L15 (25,000 gp): +3 Radiant Bastard Sword (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 292,600 gp

Discussion:
At this level, you pick up a host of goodies to do your job better, like the Counterstrike Guards, the Stone of Light, and an upgrade to your Casque of Tactics. You also invest in the future with your ability scores and pick up some extra defense in Armor Specialization.


Level 19

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

Magic Items (Expected GP = 400,000):
L20 (125,000 gp): +4 Radiant Bastard Sword (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 392,600 gp

Discussion:
At this level, you pick up a meaty Defender power in Strike of the Watchful Guard, as well as your long-awaited weapons upgrade.


Level 20

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Lion of Battle (PHB)
New Feat: Uncanny Dodge (PHB)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): +4 Radiant Bastard Sword (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp):
Casque of Tactics (Paragon Tier) (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 533,600 gp

Discussion:
This level features the parting gift from the Pit Fighter in the Lion of Battle power, as well as an upgrade for your backup weapon and a powerful item in the Ring of the Radiant Storm.


Level 21 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Pit Fighter (PHB)
Epic Destiny: Destined Scion (HotFK)
Background: Auspicious Birth (D 366)
Theme: Gladiator (DSCS)

Ability Scores, after racial adjustments:
Strength 26 (+8)
Constitution 15 (+2)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 12 (+1)

HP: 161 --> 15 base, +26 Strength, +120 levels
Bloodied: 80 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 40 HP

AC: 40 --> 10 base, +11 armor, +10 levels, +5 enhancement, +2 shield, +1 feat, +1 Armor Optimization
Fortitude: 39 --> 10 base, +8 ability (Strength), +10 levels, +4 enhancement, +3 feat, +2 class, +1 Diamond Cincture, +1 Nagascale
Reflex: 33 --> 10 base, +4 ability (Dexterity), +10 levels, +4 enhancement, +3 feat, +2 shield
Will: 33 --> 10 base, +6 ability (Wisdom), +10 levels, +4 enhancement, +3 feat

Initiative: +24 --> +4 ability (Dexterity), +10 levels, +8 feat, +2 item

Speed: 6 --> 6 base

Racial Powers:
Longtooth Shifting (PHB 2)

Theme Powers:
Disruptive Advance (DSCS)

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L7 - Come and Get It (PHB)
L11 - All Bets are Off (PHB)
L13 - Bash and Pummel (MP 2)
L13 - Scattering Swing (MP)

Daily Attack Powers:
L9 - Thicket of Blades (PHB)
L15 - Unyielding Avalanche (PHB)
L19 - Strike of the Watchful Guard (PHB)
L20 - Lion of Battle (PHB)

Utility Powers:
L2 - Glowring Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)
L10 - Mighty Surge (D 379)
L12 - Deadly Payback (PHB)

Skills:
Athletics (+23) --> +8 ability (Strength), +5 trained, +10 levels, +2 racial, -2 shield
Endurance (+21) --> +2 ability (Constitution), +5 trained, +10 levels, +4 item, +2 racial, -2 shield
Intimidate (+16) --> +1 ability (Charisma), +5 trained, +10 levels

Feats:
L1 - Shield Push (PHB)
L2 - Mobile Challenge (D 378)
L4 - Weapon Proficiency (Bastard Sword) (PHB)
L6
- Heavy Blade Expertise (HotFL)
L8 - Weapon Focus (Heavy Blades) (PHB)
L10 - Improved Defenses (HotFL)
L12
- Hindering Shield (D 385)
L14 - World Serpent's Grasp (HotFK)
L16 - Heavy Blade Opportunity (PHB)
L18
- Armor Specialization (Scale) (PHB)
L20 - Uncanny Dodge (PHB)
L21 - Rapid Combat Challenge (D 387)
L21 - Superior Initiative (PHB 3)

Changes:
+9 HP
Ability Score Boosts: +3 Strength (26), +1 Constitution (15), +3 Dexterity (18), +1 Intelligence (10), +1 Wisdom (22), +1 Charisma (12)
New Epic Destiny: Destined Scion (HotFK)
New Feats: Rapid Combat Challenge (D 387), Superior Initiative (PHB 3) (replaces Improved Initiative)

Magic Items (Expected GP = 800,000):
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L20 (125,000 gp): +4 Radiant Bastard Sword (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 793,600 gp

Discussion:
The Destined Scion Epic Destiny gets things started with a nice bonus to two attributes you need boosted, and Rapid Combat Challenge and Superior Initiative upgrade what you already have. Lastly, you get new armor here as well.


Level 22

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feats: Heavy Blade Mastery (PHB), Mobile Warrior (MP) (replaces Mobile Challenge)
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 Nagascale Armor (PHB)
L20 (125,000 gp): +4 Radiant Bastard Sword (AV)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,133,600 gp

Discussion:
At this point, you pick up an excellent Utility power in Martial Supremacy, some very useful feats in Heavy Blade Mastery and Mobile Warrior, and a Neck Slot item upgrade as well.


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):
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L20 (125,000 gp): +4 Radiant Bastard Sword (AV)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,537,600 gp

Discussion:
At this level, we finally upgrade Come and Get It into Warrior's Urging, and we swap our Casque of Tactics for the much better Eye of Awareness.


Level 24

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (27), +1 Wisdom (23)
New Feat: Martial Mastery (MP)

Magic Items (Expected GP = 2,100,000):
L25 (625,000 gp): +5 Radiant Bastard Sword (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (AV 2)
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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,037,600 gp

Discussion:
Here, you invest in the future, pick up a power recovery option in Martial Mastery, and get your shiny new weapon.


Level 25

Changes:
+6 HP
New Daily Attack Power: Marking Barrage (MP) (replaces Thicket of Blades)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): +5 Radiant Bastard Sword (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,417,600 gp

Discussion:
This level sees you pick up the sweet Marking Barrage power, an upgrade for your backup weapon, and a nicer Diamond Cincture as well.


Level 26

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Slashing Storm (MP 2)
New Utility Power: Epic Recovery (HotFK)

Magic Items (Expected GP = 4,000,000):
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L25 (625,000 gp): +5 Radiant Bastard Sword (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (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)
L9 (4,200 gp): Boots of Eagerness (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 3,717,600 gp

Discussion:
At this level, the awesome Epic Recovery drops into your lap, as does the autodamage of Slashing Storm. Additionally, you make your final armor upgrade here.


Level 27

Changes:
+6 HP
New Encounter Attack Power: Cruel Reaper (PHB) (replaces Scattering Swing)

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L25 (625,000 gp): +5 Radiant Bastard Sword (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L13 (17,000 gp): Siberys Shard of Radiance (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Light (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: 5,938,400 gp

Discussion:
Your final power-swap trades in the daze of Bash and Pummel for the mass havoc of Cruel Reaper, and this level also features your final Neck Slot upgrade as well as the Boots of Caiphon.


Level 28

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (28), +1 Wisdom (24)
New Feat: Epic Will (PHB 2)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L25 (625,000 gp): +5 Radiant Bastard Sword (AV)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L23 (425,000 gp): Siberys Shard of Radiance (Epic Tier) (EPG)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Light (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: 6,946,400 gp

Discussion:
You receive your final ability score bump here, as well as a big boost to your Will defense and some extra damage in the final Dragonshard and Scabbard upgrades.


Level 29

Changes:
+6 HP
New Daily Attack Power: Reaper's Stance (PHB) (replaces Strike of the Watchful Guard)

Magic Items (Expected GP = 10,000,000):
L30 (3,125,000 gp): +6 Radiant Bastard Sword (AV)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L23 (425,000 gp): Siberys Shard of Radiance (Epic Tier) (EPG)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Light (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: 9,446,400 gp

Discussion:
The Reaper's Stance power will give you lots and lots of extra damage to spread around, as well as a boost on your normal powers. From here to infinity...


Level 30 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Fighter Weapon Talent (One-Handed Weapons) (PHB)
Paragon Path: Pit Fighter (PHB)
Epic Destiny: Destined Scion (HotFK)
Background: Auspicious Birth (D 366)
Theme: Gladiator (DSCS)

Ability Scores, with racial adjustments:
Strength 28 (+9)
Constitution 15 (+2)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 24 (+7)
Charisma 12 (+1)

HP: 217 --> 15 base, +28 Strength, +174 levels
Bloodied: 108 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 54 HP

AC: 48 --> 10 base, +13 armor, +15 levels, +6 enhancement, +2 shield, +1 feat, +1 Armor Optimization
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 shield, +2 item
Will: 47 --> 10 base, +7 ability (Wisdom), +15 levels, +6 enhancement, +4 Epic Will, +3 feat, +2 item

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

Speed: 6 --> 6 base

Racial Powers:
Longtooth Shifting (PHB 2)

At-Will Attack Powers:
L1 - Cleave (PHB)
L1 - Footwork Lure (MP)

Encounter Attack Powers:
L11 - All Bets are Off (PHB)
L13 - Bash and Pummel (MP 2)
L23 - Warrior's Urging (PHB)
L27 - Cruel Reaper (PHB)

Daily Attack Powers:
L15 - Unyielding Avalanche (PHB)
L20 - Lion of Battle (PHB)
L25 - Marking Barrage (MP)
L25 - Reaper's Stance (PHB)

Utility Powers:
L2 - Glowering Threat (HotFL)
L6 - Ignore Weakness (HotFL)
L10 - Clearheaded (HotFL)
L10 - Mighty Surge (D 379)
L12 - Deadly Payback (PHB)
L22 - Martial Supremacy (D 382)
L26 - Epic Recovery (HotFK)

Skills:
Athletics (+29) --> +9 ability (Strength), +5 trained, +15 levels, +2 racial, -2 shield
Endurance (+28) --> +2 ability (Constitution), +5 trained, +15 levels, +6 item, +2 racial, -2 shield
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Shield Push (PHB)
L4 - Weapon Proficiency (Bastard Sword) (PHB)
L6
- Heavy Blade Expertise (HotFL)
L8 - Weapon Focus (Heavy Blades) (PHB)
L10 - Improved Defenses (HotFL)
L12 - Hindering Shield (D 385)
L14 - World Serpent's Grasp (HotFK)
L16 - Heavy Blade Opportunity (PHB)
L18
- Armor Specialization (Scale) (PHB)
L20 - Uncanny Dodge (PHB)
L21 - Rapid Combat Challenge (D 387)
L21 - Superior Initiative (PHB 3)
L22 - Heavy Blade Mastery (PHB)
L22 - Mobile Warrior (MP)
L24 - Martial Mastery (MP)
L26 - Slashing Storm (MP 2)
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):
L30 (3,125,000 gp): +6 Radiant Bastard Sword (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 Farbond Spellblade Bastard Sword (AV 2)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Boots of Caiphon (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L23 (425,000 gp): Siberys Shard of Radiance (EPG)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L17 (65,000 gp): Ring of the Radiant Storm (AV 2)
L14 (21,000 gp): Counterstrike Guards (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Light (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)
TOTAL: 13,971,400 gp

Discussion:
It's capstone time! All items have been paid for, all feats have been taken, and this character is as good as he can be: go try him out against a god or something.



Build Goal and Tactics

The goal for this build was to make a Defender that could dish out the hurt as well as take it. To accomplish this, the build employs a mix of sturdy defenses and healing to avoid or mitigate enemy attacks and an array of damage bonuses to make its hits pack some punch. It also has some reprisal attacks to punish the enemy for daring to attack the Fighter.



The tactics differ little from most Fighters; get in as early as you can, draw people to you, and hold them down. Your damage output is respectable, so you should be able to handle taking down a monster yourself. Don't sell your burst damage output short: you are capable of lining up a brutal succession of attacks in a single turn (to multiple targets, no less), so even though you're a Defender, you still have a nova. 



Questions, thoughts, and comments are welcome.
Variants

None yet...
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: +8 vs. AC
Hit: 1d8+4 damage, and the target is pushed 1 square
Critical: 12 damage, and the target is pushed 1 square


Level 11

Melee Basic Attack: +17 vs. AC
Hit: 1d10+12 radiant damage, and the target is pushed 1 square
Critical: 2d6+22 radiant damage, and the target is pushed 1 square


Level 21

Melee Basic Attack: +28 vs. AC
Hit: 2d10+22 radiant damage, roll twice, and the target is pushed 1 square
Critical: 4d6+42 radiant damage, roll twice, and the target is pushed 1 square


Level 30

Melee Basic Attack: +38 vs. AC
Hit: 2d10+29 radiant damage, roll twice, and the target is pushed 1 square
Critical: 6d6+49 radiant damage, roll twice, and the target is pushed 1 square



Opportunity Attacks



Level 1

Melee Basic Attack: +11 vs. AC
Hit: 1d8+4 damage, and the target's movement ends
Critical: 12 damage, and the target's movement ends


Level 11

Melee Basic Attack: +22 vs. AC
Hit: 1d10+12 radiant damage, and the target's movement ends
Critical: 2d6+22 radiant damage, and the target's movement ends


Level 21

Cleave: +35 vs. AC
Hit: 2d10+28 radiant damage, roll twice, an enemy adjacent to the target takes 8 damage, and the target's movement ends
Critical: 4d6+48 radiant damage, roll twice, an enemy adjacent to the target takes 8 damage, and the target's movement ends

Tide of Iron: +35 vs. AC
Hit: 2d10+28 radiant damage, roll twice, the target is slid 1 square adjacent to you, and the target's movement ends
Critical: 4d6+48 radiant damage, roll twice, the target is slid 1 square adjacent to you, and the target's movement ends


Level 30

Cleave: +46 vs. AC
Hit: 2d10+36 radiant damage, roll twice, an enemy adjacent to the target takes 9 damage, and the target's movement ends
Critical: 6d6+56 radiant damage, roll twice, an enemy adjacent to the target takes 9 damage, and the target's movement ends

Footwork Lure: +46 vs. AC
Hit: 2d10+36 radiant damage, roll twice, the target is slid 1 square adjacent to you, and the target's movement ends
Critical: 6d6+56 radiant damage, roll twice, the target is slid 1 square adjacent to you, and the target's movement ends

Miscellaneous: Character Builder Summary and Ring of the Radiant Storm Damage Math

CB Summary

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

LDB Wolfpack Guardian, level 30

Longtooth Shifter, Fighter, Pit Fighter, Demigod

Build: Guardian Fighter

Fighter: Combat Superiority

Fighter Talents: One-handed Weapon Talent

Divine Spark: Divine Spark Strength

Divine Spark: Divine Spark Dexterity

 

FINAL ABILITY SCORES

Str 28, Con 15, Dex 18, Int 10, Wis 24, Cha 12.

 

STARTING ABILITY SCORES

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

 

 

AC: 48 Fort: 46 Reflex: 45 Will: 46

HP: 204 Surges: 11 Surge Value: 51

 

TRAINED SKILLS

Heal +27, Endurance +28, Athletics +29

 

UNTRAINED SKILLS

Acrobatics +17, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +22, History +15, Insight +22, Intimidate +16, Nature +22, Perception +22, Religion +15, Stealth +17, Streetwise +16, Thievery +17

 

FEATS

Level 1: Shield Push

Level 2: Mobile Challenge (retrained to Mobile Warrior at Level 23)

Level 4: Weapon Expertise (Heavy Blade)

Level 6: Weapon Focus (Heavy Blade)

Level 8: Cruel Cut Style

Level 10: Improved Initiative (retrained to Superior Initiative at Level 22)

Level 11: Heavy Blade Opportunity

Level 12: Marked Scourge

Level 14: Armor Specialization (Scale)

Level 16: Ubiquitous Shield

Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)

Level 20: Reckless Attacker

Level 21: Rapid Combat Challenge

Level 22: Heavy Blade Mastery

Level 24: Martial Mastery

Level 26: Slashing Storm

Level 28: Epic Will

Level 30: Epic Reflexes

 

POWERS

Fighter at-will 1: Cleave

Fighter at-will 1: Tide of Iron

Fighter encounter 1: Steel Serpent Strike

Fighter daily 1: Villain's Menace

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: Bash and Pummel (replaces Steel Serpent Strike)

Fighter daily 15: Unyielding Avalanche (replaces Rain of Steel)

Fighter utility 16: Fighter's Grit

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

Fighter daily 19: Strike of the Watchful Guard (replaces Villain's Menace)

Fighter utility 22: Martial Supremacy

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

Fighter daily 25: Marking Barrage (replaces Thicket of Blades)

Fighter encounter 27: Cruel Reaper (replaces Bash and Pummel)

Fighter daily 29: Force the Battle (replaces Strike of the Watchful Guard)

 

ITEMS

Radiant Longsword +6, Ring of Free Time (epic tier), Steadfast Amulet +6, Dwarven Elderscale Armor +6, Farbond Spellblade Longsword +6, Diamond Scabbard (epic tier), Boots of Caiphon (epic tier), Eye of Awareness (epic tier), Siberys Shard of Radiance (epic tier), Diamond Cincture (paragon tier), Ring of the Radiant Storm (paragon tier), Counterstrike Guards (paragon tier), Stone of Earth (paragon tier), Dice of Auspicious Fortune (paragon tier), Strikebacks (heroic tier), Backlash Tattoo (heroic tier), Heavy Shield

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


A particularly thorny calculation this build has to make is its "roll damage twice" feature via the Ring of the Radiant Storm: this skews the damage dice probability distribution and thus the expected damage result on a damage die. The effect this feature has is to make the dice more "top-heavy"; that means that it makes it more likely for the higher damage values to show up than the lower ones (whereas before each value had the same chance as the others). If you look at a distribution on what damage rolls will net you what result, you come up with the following result:

A damage roll result of 1 will only happen if you roll 1 twice on the die.
A damage roll result of 2 will happen if you roll 2 and 1, 1 and 2, or 2 and 2.
A damage roll result of 3 will happen if you roll 3  and 1, 3 and 2, 1 and 3, 2 and 3, or 3 and 3.

And so on. If you extend the distribution to infinity, you will notice that it forms a succession following the pattern of a = 2(i-1) + 1, where i represents any given damage roll value and a is the number of different ways that event can occur. This succession is easily applicable for the purposes of calculating expected damage, as one can simply truncate the succession at a given roll of n (4 for a d4, for instance), and use the following formula:

Expected damage value of a dn = ∑(0 --> n) (2[i-1] + 1)/n2

Using this formula, we can attain the following results:

d4 = 3.13 expected damage = +0.63 over the average of 2.5
d6 = 4.47 expected damage = +0.97 over the average of 3.5
d8 = 5.81 expected damage = +1.31 over the average of 4.5
d10 = 7.15 expected damage = +1.65 over the average of 5.5
d12 = 8.49 expected damage = +1.99 over the average of 6.5

An interesting note is that the damage contribution from the Ring of the Radiant Storm is not only variable by die, but also more significant the larger the die is. This is due to the fact that it makes the distribution top-heavy, and so the highest damage value is the likeliest one to occur, so dice with the larger damage values benefit more.

Another note is that dice with the brutal property behave slightly different for this purpose: since they never roll 1's (or in some cases 2's), the way to most accurately represent them in this calculation is to subtract the brutal rating from the range of possibilities, then add it as a static number later. For example, the proper way to consider a craghammer's expected damage (d10 brutal 2) is as 1d8+2, whereas a khopesh (d8 brutal 1) would be most accurately fit by 1d7+1.

NOTE: As some posters in this thread have pointed out, the Ring's effect only lets you choose the best set of dice rolled, which means that the figures presented above are at their most accurate when there is only one die involved. As more dice are added to the situation, the average number should diminish somewhat.
Someone's got a thing for Fighters. Looks solid. How about squeezing Bastard Sword Prof. and Thoughness somewhere? Perhaps in place of Weapon Focus and Shield Push?

oh and BTW, you've done 3 rangers, 3 fighters, 2 Warlords a barbarian and out-of-date warden. All of them are tremendous. Your collection simply lacks a rogue.
Any particular reason you went demigod over Ceaseless Guardian or some other more defender oriented epic destiny?  Seems like you'd be better off taking a +Str destiny that had less generic features.

Circlet of Arkhosia seems better than Casque of Tactics for defenders.  Daze and Stun are not fun conditions.
@Zamsz: The increased [W] doesn't come up as much as the feat bonus to attack rolls, and though the extra HP is nice, Shield Push is very important for a Shield Fighter, since it can potentially negate attacks made at the edge of a creature's reach.

It's also unlikely that I will post a Rogue; I really don't like them all that much.

@embertiger: Durability concerns; Demigod may be generic, but it does make you tougher (Divine Recovery and Divine Regeneration ftw). Also, the Wisdom bonus comes up a lot (it shows up 4 times on my Cleave damage alone). Ceaseless Guardian is at its best when you already have a guy who's tough to bring down, but can be susceptible to adverse conditions (like a Con-based Fighter).

As for the Circlet of Arkhosia, I'm already packing a sturdy Will defense, a Steadfast Amulet, and Fighter's Grit to protect me against daze or stun. That said, it is a choice to consider.
@Zamsz: The increased [W] doesn't come up as much as the feat bonus to attack rolls [...]



Weapon Focus is giving damage rolls feat bonus. Frown

It was just an example.
Damage rolls, sorry. But what I mean is that I'd have to continually use 3[W] attacks for the Bastard Sword to beat Weapon Focus in the long run, and I just don't see it happening.

I'd also like to point out that I have added some mathcraft notes in order to explain the slightly unorthodox calculated damage values on my Level 21 and Level 30 Snapshots, which take the effects of the Ring of the Radiant Storm into account.


Busy day today, wanted to give him a chance for extra comments.
Your math assumes you get to reroll each die individually, I believe?

That's not 100% accurate, you reroll the whole set and pick which one you want, which leads to a lower average value than your numbers would indicate.

For example, I did the brute force method on 2d4 (cause I'm not a math guru) with an Excel spreadsheet and came up with 1508/256, or approx. 5.89, which is lower than your expected 6.26 (3.13*2)

Based on my brute force method and some deduction I'd be willing to wager that as you add more dice your benefit per die gets smaller, but I'm no math person.

d4 = 3.13 expected damage = +0.63 over the average of 2.5
d6 = 4.47 expected damage = +0.97 over the average of 3.5
d8 = 5.81 expected damage = +1.31 over the average of 4.5
d10 = 7.15 expected damage = +1.65 over the average of 5.5
d12 = 8.49 expected damage = +1.99 over the average of 6.5



To expand on what Dielzen said, according to anydice.com, the following are the expected results for various dice.  While yours are correct for 1dX, it's not quite the same for YdX.

2d4 = 5.89
2d6 = 8.37
2d8 = 10.85
2d10 = 13.32
2d12 = 15.79

The average per die goes down marginally per die you add, because you only get to reroll the set, not each die individually.

(for reference, other numbers that might come up for this build:  3d8 = 15.75, 4d6 = 15.93, 6d6 = 23.37).

(Also for reference, the command is output 1@2d(3d8) , to get the 3d8 roll twice average, for example.)
The difference between madness and genius is determined only by degrees of success.
woo, my math was right!  go go Excel powaz!
Huh, pretty neat. Thanks for the correction, guys. You got an actual mathematical formula I could use for those results, though? I'd really like something a little more... detailed than just experimental results for a large sample size. In the meantime, I'll note that my values are only accurate for one die and that they're just a ballpark estimate otherwise.
Huh, pretty neat. Thanks for the correction, guys. You got an actual mathematical formula I could use for those results, though? I'd really like something a little more... detailed than just experimental results for a large sample size. In the meantime, I'll note that my values are only accurate for one die and that they're just a ballpark estimate otherwise.



I'll try to work out an actual formula tomorrow afternoon, if no one else gets to it before me.
The difference between madness and genius is determined only by degrees of success.
Is it just me, or do you use the word 'meaty' a lot?
Another day, another three or four entries to my Ignore List.
Nice math on the Ring of Radiant Storms efect on DPR, but the Ring/Sword synergy seems to rely on an interpretation of the rules that makes all attacks with the Radiant Sword into "radiant attacks." Isn't this pretty controvertial? The attack powers you actually use lack the radiant keyword.

Otherwise, solid build.
Nice math on the Ring of Radiant Storms efect on DPR, but the Ring/Sword synergy seems to rely on an interpretation of the rules that makes all attacks with the Radiant Sword into "radiant attacks." Isn't this pretty controvertial? The attack powers you actually use lack the radiant keyword.

Otherwise, solid build.



That's kind of what the weapon does, it adds the Radiant keyword, making it a Radiant attack.
That's kind of what the weapon does, it adds the Radiant keyword, making it a Radiant attack.



The text of the weapon is such:

Property: When this weapon is used to deal radiant damage, add its enhancement bonus as an item bonus to damage rolls.

Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.



It does not even mention attack keywords. All it does is change the damage type, and enchance the damage amount. Asuming it affects keywords in any way is just wishfull thinking.

And unfair. Casters have to take a feat to apply an elemental type keyword to ONE of thier powers. Do you think weapon wielding types should be able to apply a keyword to EVERY one of thier powers (and turn it off if it becomes inconvienient) just cause they made a particular weapon purchase? Sounds like anti-caster bias.
The last update clarified that a power that deals (x) damage is an (x) power and has the (x) keyword.  It works perfectly.

It also works perfectly for caster types who can use weapons asimplements.  A sorcerer with a Frost dagger can turn all his attacks cold.
Another day, another three or four entries to my Ignore List.
That's kind of what the weapon does, it adds the Radiant keyword, making it a Radiant attack.



The text of the weapon is such:

Property: When this weapon is used to deal radiant damage, add its enhancement bonus as an item bonus to damage rolls.

Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.



It does not even mention attack keywords. All it does is change the damage type, and enchance the damage amount. Asuming it affects keywords in any way is just wishfull thinking.

And unfair. Casters have to take a feat to apply an elemental type keyword to ONE of thier powers. Do you think weapon wielding types should be able to apply a keyword to EVERY one of thier powers (and turn it off if it becomes inconvienient) just cause they made a particular weapon purchase? Sounds like anti-caster bias.



You might wish to read the errata documents, or the PHB3 section on damage types.  I'll post it here from the errata document to clear up the confusion.

Damage Types
Page 276: After the first two paragraphs in the
Damage Types section, add the following paragraph.
This change reflects revisions in Player’s Handbook 3.
It clarifies what happens to keywords when a power’s
damage type is changed.
If the damage types in a power change, the power
both loses the keywords for any damage types that
are removed and gains the keywords for any damage
types that are added (the poison keyword is removed
from a power only if that power neither deals poison
damage nor has any nondamaging effects). For
example, if a wizard casts ray of frost through a flaming
staff and uses the staff ’s ability to change the
damage to fire, ray of frost gains the fire keyword and
loses the cold keyword for that use, since the power is
dealing fire damage instead of cold damage. That use
of the power can therefore benefit from effects, like
feats, that affect fire powers, but not from effects that
affect cold powers.”


This change occured in the March errata, so it's been in place for a while now.
I skipped the players handbook 3. I wonder whay that rule is tucked away in the third PHB, and aparently poorly written the first time. Flaming weapons and power keywords have been with us since the beginging.
Doesn't a shield and iron armbands both take up the arm slot so you can't use them together?

Nice build!
I skipped the players handbook 3. I wonder whay that rule is tucked away in the third PHB, and aparently poorly written the first time. Flaming weapons and power keywords have been with us since the beginging.


Well, so do we, but the question is not pertinent to this build. In any case, skipping over multiple batches of errata and a new player's handbook does not build a good platform for rules arguments.

Doesn't a shield and iron armbands both take up the arm slot so you can't use them together?


Enchanted shields and enchanted bracers both take up the Arms slot, so you can't have both. However, if one of those is not enchanted, then you only have one magic item in the Arms magic item slot, and you're good to go. So, IAoP+unenchanted shield works.


I like the build, LDB, but I'm not seeing how it's different from any other STR/WIS Cleave fighter. You pile up static damage bonuses to beef up your mark, you keep your defenses solid, and you expand your stickiness with Mobile Challenge, but it doesn't look like it can respond to epic-tier monster tactics as well as Ultimate Defenders can.

Out of respect for your work, and my relative lack of familiarity with the material, I'm assuming that I have this impression because I've missed something. Correct me if that's the case.
Nice build LDB. I've probably statted out the same build through mid-paragon. Few things I would note:

Improved Initiative: Overrated, especially if you have any sort of leader, or item that boosts your initiative. If you aren't going first it doesn't really matter that much since monsters rarely have "nova" rounds. I usually retrain it at 11 for Paragon Defenses.

Str/Wis Minotaur: Encounter regen is nice, which is why Shifters are probably the de-facto Str/Wis race. That said a Minotaur Fighter with an encounter charge and Opportunity Gore is pretty versatile. Who cares if your attack is a little lower with Opportunity Gore, you're adding your Wis to that attack roll anyways. If you want you can even squeeze in Goring Shove.
Huh, pretty neat. Thanks for the correction, guys. You got an actual mathematical formula I could use for those results, though? I'd really like something a little more... detailed than just experimental results for a large sample size. In the meantime, I'll note that my values are only accurate for one die and that they're just a ballpark estimate otherwise.

The formula is nasty, I think.  In general, the probability that with the reroll you get a damage total of T is:  P(one total equal to T) * [Σt<=TP(one total equals t)].  P(one total equal to T) is given by a theorem by De Moivre that says:

P(total=T) = (1/Sn) * Σj=1 to jmax(-1)jchoose(n,T)choose(T-jS-1,n-1)

Where S is the number of sides, n is the number of dice, and jmax is the largest integer less than or equal to (T+n)/S.  So the expected value for the damage on reroll is:

(ΣT(T/STn+1)[Σj=1 to jmax(-1)jchoose(n,T)choose(T-jS-1,n-1)][Σt<=T[Σi=1 to jmax(-1)ichoose(n,t)choose(t-iS-1,n-1)]])/N

where N is the number of possible damage totals.  Assuming I haven't made a mistake somewhere, anyway!





Phew, lots of comments. Let me address them.

@Dedekine: Ah, thank you. Looks like I'm going to have to dust off my probability math. I had intended to take a look at it today, but this gives me a good start.

@WEContact: You are correct in that it doesn't have the toolbox an Ultimate Defender will have to deal with Epic Tier monster tactics (he does have Fighter's Grit and a Steadfast Amulet, though), but it compensates for that by hitting a heck of a lot harder than any Ultimate Defender. With Martial Supremacy, he's putting out Striker-level punch while still having very sturdy defenses to at least make the monsters have to roll a decent number against any defense in order to take your Defender abilities out of the fight, which is something he has in common with the Ultimate Defenders. Also, Mobile Warrior combined with Pass Forward give you some very powerful repositioning shenanigans that you can use at will, regardless of whether your attacks hit or not.

And the idea was to present an iconic example of the Str/Wis Cleave Fighter, since the most recently posted build has some inadequacies that I felt needed to be addressed.

@Awesomologist: While I agree with you that Improved Initiative is not as relevant if you have a Leader like a Warlord that can jumpstart your offense, I cannot assume that will be the case, and the Fighter's effectiveness is measured by how efficiently he can engage an opponent and put him down. In this case, this Fighter does the most damage when he goes first and can wrap people in fireball formation for a Controller to lay something down or a Striker to pick his victim, and for that I need to be high up on the order.

I would consider Minotaur for a different variant of this build, but I would try and move things around to compensate for the lack of regeneration (likely go for Plate and an Axe with some more starting Con).
And one immediate mistake: in the expectation, the (T/STn+1) term should be (T/SMn+1), where M is the number of possible damage rolls less than or equal to T.  (Because the sum over t<=T doesn't start at 1, but at whatever the minimum roll is.)
A Minotaur version of your build:
Herd Guardian lvl 30

====== Created Using Wizards of the Coast D&D Character Builder ======
Herd Guardian, level 30
Minotaur, Fighter, Pit Fighter, Demigod
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Dexterity

FINAL ABILITY SCORES
Str 28, Con 15, Dex 18, Int 10, Wis 24, Cha 12.

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


AC: 48 Fort: 46 Reflex: 43 Will: 42
HP: 204 Surges: 12 Surge Value: 51

TRAINED SKILLS
Heal +27, Endurance +26, Athletics +27

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +22, History +15, Insight +22, Intimidate +16, Nature +24, Perception +24, Religion +15, Stealth +17, Streetwise +16, Thievery +17

FEATS
Level 1: Shield Push
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Weapon Focus (Heavy Blade)
Level 6: Cruel Cut Style
Level 8: Opportunity Gore
Level 10: Goring Shove (retrained to Vicious Stomp at Level 22)
Level 11: Marked Scourge
Level 12: Armor Specialization (Scale)
Level 14: Ubiquitous Shield
Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 18: Beast Within
Level 20: Reckless Attacker
Level 21: Rapid Combat Challenge
Level 22: Heavy Blade Mastery
Level 24: Mobile Warrior
Level 26: Martial Mastery
Level 28: Slashing Storm
Level 30: Epic Reflexes

POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Passing Attack
Fighter daily 1: Villain's Menace
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: Fighter's Grit
Fighter encounter 13: Bash and Pummel (replaces Passing Attack)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Mighty Surge
Fighter encounter 17: Revel in Pain (replaces Parry and Riposte)
Fighter daily 19: Strike of the Watchful Guard (replaces Rain of Steel)
Fighter utility 22: Martial Supremacy
Fighter encounter 23: Warrior's Urging (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Thicket of Blades)
Fighter encounter 27: Cruel Reaper (replaces Bash and Pummel)
Fighter daily 29: Force the Battle (replaces Unyielding Avalanche)

ITEMS
Adventurer's Kit, Radiant Longsword +6, Ring of Free Time (epic tier), Steadfast Amulet +6, Dwarven Elderscale Armor +6, Rebounding Javelin +6, Sandals of Avandra (epic tier), Eye of Awareness (epic tier), Siberys Shard of Radiance (epic tier), Diamond Cincture (paragon tier), Ring of the Radiant Storm (paragon tier), Counterstrike Guards (paragon tier), Backlash Tattoo (heroic tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Gauntlets of Blood (epic tier), Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Notable Differences:
Race: Obviously. With feats gains an MBA when bloodied and if, Kord forbid, dropped unconscious. Bonuses to attack and damage while bloodied instead of regen. Opportunity Gore replaces Heavy Blade Opportunity (also ties in Goring Shove -> Vicious Stomp).
Stats: Decided not to boost Con with Divine Spark.
Feats: No Initiative feats. Minotaur Racial feats. No HBO since we're taking Opportunity Gore
Items: No Farbond Spellblade, instead took a Rebounding Javelin - Figured the rare RBA should have a decent range, and if I miss there's likely someone else around. Does lose out on HBM.
With no spellblade I dropped the Diamond Scabbard in favor of Gauntlets of Blood - Fits the Minotaur theme. Earlier levels pick up Gauntlets of Destruction which apply to gore attacks too.
No Boots of Caiphon in favor of Boots of Avandra - Lose Reflex bonus but gain a shift with no damage penalty and better speed. Once again more for flavor. YMMV

I stuck with a longsword simply because defenders like the accuracy bonus. Could go with Axes however and boost Con with Divine Spark.
Various options:

  • You could be a dwarf, which gives you dwarven weapon training, and more importantly, both the consititution for plate mail and spec, and access to the devoted challenge feat (+wis mod to attack and damage for combat challenge).

  • Focused superiority (+wis mod damage on opp attacks).

  • More aoe attacks (like sweeping blow) so you can enforce your cc and oas.

  • MC paladin for virtuous recovery (resist all = to your wis mod whenever you spend a healing surge).

And the idea was to present an iconic example of the Str/Wis Cleave Fighter, since the most recently posted build has some inadequacies that I felt needed to be addressed.


Ah, I see. That makes sense. With that goal in mind, I'd say this build is thoroughly successful.
Thanks.

I also want to point out the Miscellaneous post now includes a CB-legal summary of the build, courtesy of Face_Stab.
I was checking out some of your builds and I noticed the "Build Goals and Tactics" section has misappeared.  The edit monster must've got it.
Yeah, the forums ate it. It's kind of annoying when they do that... It means I'm over the post character count.
how did you get glowering threat level 2 utility without getting intimidate skill. Said skills are heal, endurance and athletics, how did you get that utility?
My skills are outdated, that's how.

I'll make the changes.
Having been a fan of this archtype since Ads was poking around, I wanted to ask about race choice.  I realize breaking the +2/2 primary scores discourse is an uphill battle but, alas, that seems to be my schtick these days.  Having already forgone the 18/18 option, I think Human is the right choice.  The way I see it, you can break down the comparison between human and shifter as follows:

+2 STR vs. Heroic Effort
Bonus Feat vs. Longtooth Shifting
Defenses

In terms of attack rolls, a significant boost to a single roll matters to me more than +1 to all, especially in the relevant part of the encounter (rounds 1-4 or 5).  The build's base to-hit is high enough that the +4 almost ensures your important power early in the encounter lands, which I see as a lot more useful than +1 to all.  If it isn't necessary, you can still convert some Combat Challenge or at-will in the late-game to a hit, picking up the uncontrolled 1/20 conversion the +1 would have made.  Meanwhile, as your damage modifier is 1x STR and 4x WIS... the build doesn't really miss the 1 damage very much.  Fighters do a lot of what they do without needing to land their non-essential powers anyway - between marking, Coming and Getting, and combat superiority.

Drawing from my in-game experience with defenders in general, I've simply never found the regeneration on the shifter all that useful in play, because you need to start your turn bloodied twice in the encounter - once to activate and once to benefit from regeneration.  Of that proportion, there's a thin sliver of times the regeneration is relevant instead of being a win-more or a lose-less ability.  Particularly if you plan on having relatively optimized allies, its applicability as a defender helper only comes up a fraction of a fraction of the time.  Not to say its worthless - just I think I'd rather be one ahead on the feat progression all the time (or sneak in a Superior Will).

Finally, the human maintains Fort and gets a net increase to Reflex and, more importantly, Will.  If the above is a wash (and I'm not sure it is), I like my figher's nads.
Yeah... I greatly disagree with you there. A Human can be quite competitive with a Shifter for this archetype, just not by dropping Strength. A bonus to hit is important - it's what the game's math is built on. I would drop Wisdom a bit instead (hurts the damage a bit, but that's what the extra feat is for, so it's quite likely a wash). I've also found the regeneration greatly useful, mostly because of surge economy. Because of it, you spend 2 surges, tops, recovering from any given encounter. That's a very good thing, especially because (for a Defender), this build's surges are lowish.

To be honest with you, I would probably work on this build as a Goliath nowadays, but then the name wouldn't stick quite as well. ;)
Hmm.  I dunno, I'm not convinced.  Even granted a favorable Come and Get It, you're making around 9 maybe 12 attack rolls (the latter given Sweeping Blow)  during the relevant part of an encounter.  At 12 attack rolls (and here I wish I remembered how to do binomial statistics), the +1 to all attacks is going to convert a miss into a hit less than 65% of the time.  Over those same attack rolls, Heroic Effort is almost a sure thing.  Plus targetability.  "A bonus to hit is important - its what the game's math is built on" is right - but that logic favors Heroic Effort over +2 Strength.  Plus, your opportunity attacks - which you generally care more about than your at-will standard action attacks - don't lose any accuracy.

Given how easy it is to sneak Comrade's Succor into a party, or how many defensible builds are at least half-artificier these days, I don't think surge economy is so overwhelmingly important.  Even without those, you would have to finish an encounter at less than 40% health (or so, less than 50 but more than 25, depending on healing word-type effects left in the group) for Regeneration to save you a surge.  Again, its a fraction in a fraction thing.  Does that really happen to you more than once in a normal adventuring day?  If it does, your at-table experience is very different than mine.

I'd much rather front-load an encounter with Heroic Effort and an extra feat, than catch up with the war of attrition with a small passive bonus and bloodied regeneration.  I'm fairly confident that saves you surges in the long run anyway.  Again, I'm assuming the rest of the party is at least reasonably optimized.

Edit: Arguing if, as a human, you should bump Wis or Str isn't my point.  Assuming the dip in Strength makes comparing the Human to the Shifter easier, since its more similar to what the Human's racials are doing than the drop in Wisdom is.  If that pans out, and then it also pans out that you should lower Wis instead of Str, that still makes human the better choice than Shifter.
Yeah, it does happen a lot, because LFR exists, and you can't predict your party there. I've had lots and lots of mods where you don't even HAVE a Leader in the party, which basically means bring your own healing... or else. In that case, the regeneration is worth its weight in gold.

Another thing is that this build in particular is made to make tons and tons of attack rolls, so 9-12 is actually a rather conservative estimate. That +1 to hit will come up, and it will suck when it does, because the build is damage-focused and actually looks to kill things.

All those things said, I think Human can definitely be just as good as a Shifter in this build. That extra feat and Heroic Effort do go a long way.
Yeah, it does happen a lot, because LFR exists, and you can't predict your party there. I've had lots and lots of mods where you don't even HAVE a Leader in the party, which basically means bring your own healing... or else. In that case, the regeneration is worth its weight in gold.

Another thing is that this build in particular is made to make tons and tons of attack rolls, so 9-12 is actually a rather conservative estimate. That +1 to hit will come up, and it will suck when it does, because the build is damage-focused and actually looks to kill things.

All those things said, I think Human can definitely be just as good as a Shifter in this build. That extra feat and Heroic Effort do go a long way.

I'm playing a human version based around your build, however the dm for my group houseruled that I can't use farbond spellblade as a fighter. Is there another alternative for a ranged option that's similar in effectiveness? The closest I saw was farslayer at level 13, but that also might be houseruled as illegal, with the dm stating that only a swordmage should be able to throw and retrieve their sword. I've thought of trying to get magic thrown weapons like javelins but they seem like they would be far less effective an alternative in the heat of battle with the delays from changing weapons but not sure what other options there are. Thanks if you happen to still read these old posts for any advice you might have.
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