Legends of the Ring: Brawlers in 4th Edition

MiketheMountain

First Post
As a long-time fan of grappler PCs, I want to make sure that the builds and discussions that I referenced when playing my own characters survive the upcoming WOTC forum closure. I don’t pretend to be an expert in these (or any other) builds; hopefully those with far more knowledge and experience than I can continue to offer feedback and answer questions for anyone else looking to bring the next great brawler to the table!

I’m going to try and copy over the main “iconic” brawler builds that I read over the years, ones that introduce new ideas, along with a bit of relevant commentary when it seems to add to the concept. Apologies if I missed your favourite grappler; please add it to the thread!

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First of all, any Fighter discussion has to start with a reference to lordduskblade’s “Harder than a Rock: The Fighter’s Handbook”, now thankfully ported over.

The four builds posted below are those that I think show the foundation of, and main variant strategies for, grappling in 4th Edition D&D:
  • Beowulf, Master of Grabs (Human, Fighter, Kensei, Ceaseless Guardian) by lordduskblade
    • Variant: The Butcher (Longtooth Shifter, Fighter, Moonstalker, Ceaseless Guardian)
  • Thanatos, God of Death (Revenant Dwarf, Fighter, Dreadnought, Undying Warrior) by Rathyr
  • Ground and Pound (Thri-Kreen, Fighter|Rogue, Shock Trooper) by Mand12
  • Slap Chop! (Longtooth Shifter, Barbarian|Fighter, Moonstalker, Destined Scion) by Endarrion
    • Variant: Polar Bear (Goliath, Barbarian|Fighter, Winter Fury, Destined Scion)
 
Last edited:

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MiketheMountain

First Post
Beowulf, Master of Grabs: Human Fighter/Kensei/Ceaseless Guardian

by lordduskblade
Original post on 2010 June 20: http://community.wizards.com/content/forum-topic/2690866
haggar.jpg

This build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
HotFL - Heroes of the Fallen Lands
HotFK - Heroes of the Forgotten Kingdoms
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3

[sblock=Level 1 Snapshot]

Race: Human (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Brawler Style (MP 2)
Background: Auspicious Birth (D 366)

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

HP: 40 --> 15 base, +20 Strength, +5 Toughness
Bloodied: 20 HP or less
Healing Surges: 10 --> 9 base, +1 Constitution
Healing Surge Value: 10 HP

AC: 18 --> 10 base, +7 armor, +1 Brawler Style
Fortitude: 20 --> 10 base, +5 ability (Strength), +2 class, +2 Brawler Style, +1 racial
Reflex: 12 --> 10 base, +1 ability (Dexterity), +1 racial
Will: 12 --> 10 base, +1 ability (Wisdom), +1 racial

Initiative: +1 --> +1 ability (Dexterity)

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

At-Will Attack Powers:
L1 - Dual Strike (MP)
L1 - Grappling Strike (MP 2)
L1 - Knockdown Assault (PHH 1)

Encounter Attack Powers:
L1 - Funneling Flurry (MP)

Daily Attack Powers:
L1 - Seize and Stab (MP 2)

Skills:
Athletics (+10) --> +5 ability (Strength), +5 trained
Endurance (+6) --> +1 ability (Constitution), +5 trained
Heal (+6) --> +1 ability (Wisdom), +5 trained
Intimidate (+5) --> +0 ability (Charisma), +5 trained

Feats:
L1 - Inescapable Hold (MP 2)
L1 - Toughness (PHB)

Gear (Expected GP = 100):
Javelin (5) (PHB) (5 gp each, 25 total)
Scale armor (PHB) (45 gp)
Spiked gauntlet (2) (AV) (5 gp each, 10 gp total)
Standard adventurer's kit (PHB) (15 gp)
5 gp

Discussion:

The ability score array is absolutely key in the development of Beowulf. Strength gets cranked up as high as it can go (16 out of 22 points, for an 18 before racial modifier), because just about everything you do depends on that ability score, including your attack rolls, damage rolls, and your Fortitude defense, which is key to keep opponents from escaping your grabs. Constitution, Dexterity, and Wisdom share the rest of the points evenly (2 out of 22 points each, for a 12 before racial modifiers) for a host of reasons: Dexterity bolsters your Reflex defense and some secondary effects specific to the Brawler Style, Constitution toughens you up somewhat, and Wisdom enhances your Will defense, as well as the accuracy on your Opportunity Attacks.

One of the priorities for Beowulf is to make it as hard as possible to escape your grabs. To that end, you focus on improving your Fortitude defense as much as possible, then using the Inescapable Grab feat to make sure that all escape attempts have to go through there. After that, the Toughness feat makes you better able to absorb the attacks you are working so hard to direct towards you.

On the subject of powers, being Human gets you a nice toolbox to play with: Dual Strike provides a multimarking benefit, Grappling Strike is your bread-and-butter way to hold people down, and Knockdown Assault provides a change-of-pace option that will provide further use later on. Funneling Flurry gives you a multimark with some kick along with a slide, and Seize and Stab gives you a grab that is very hard to escape.
[/sblock]

[sblock=Level 2]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Brawler Guard (MP 2)
New Utility Power: Forceful Drag (MP 2)

Magic Items (Expected GP = 1,920):
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 1,400 gp

Discussion:
At this level, you pick up some welcome extra AC in the Brawler Guard feat, a nice way to move grabbed opponents where you need them to go in the Forceful Drag power, and a full complement of magic items to buff your damage and defenses, as well as have a couple of emergency buttons to save yourself from a bad day.
[/sblock]

[sblock=Level 3]

Changes:
+6 HP
New Encounter Attack Power: Bull Charge (MP 2)

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)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 2,240 gp

Discussion:
At this level, the Bull Charge power gives you a powerful option to start an encounter with. Additionally, you pick up the Casque of Tactics for some neat initiative.
[/sblock]

[sblock=Level 4]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (21), +1 Dexterity (13)
New Feat: Pin Down (D 368)

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)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 2,240 gp

Discussion:
At this level, you pick up the Pin Down feat, which allows you to hold a grappled and prone opponent down (a nice complement to your powers that knock prone), and you put some points in Strength and Wisdom for future investment.
[/sblock]

[sblock=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)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 4,040 gp

Discussion:
At this level, you get a big offensive upgrade in the Rain of Steel Daily Stance (this power is even easier to use for you than it is for most other Fighters, because a target grabbed by you is not going anywhere), as well as the Iron Armbands of Power Arms Slot Item.
[/sblock]

[sblock=Level 6]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Master at Arms (HotFL)
New Utility Power: Glowering Threat (HotFL)

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
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)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 6,120 gp

Discussion:
At this point, Glowering Threat makes sure that enemies fixate on you and only you (at least for a turn), and the Master at Arms feat gives a welcome bonus to attack rolls. We also get some nice new armor here too.
[/sblock]

[sblock=Level 7]

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

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L1 (360 gp): +1 Magic Spiked Gauntlets (PHB)
TOTAL: 9,000 gp

Changes:
At this level, one of the pillars of the class in Come and Get It is made available to you, and you upgrade your armor and Neck Slot Item to a Steadfast Amulet, which can protect you against daze or stun effects.
[/sblock]

[sblock=Level 8]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Wisdom (13)
New Feat: World Serpent's Grasp (HotFK)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): +2 Magic Spiked Gauntlets (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 10,440 gp

Discussion:
At this level, you get another boost to Strength (and that one raises the modifier), as well as some investment in Wisdom. The World Serpent's Grasp feat gives you an easier way to knock grabbed enemies prone, and you also pick up a bit of extra damage by upgrading your Spiked Gauntlets.
[/sblock]

[sblock=Level 9]

Changes:
+6 HP
New Daily Attack Power: Bare-Knuckled Rebuke (MP 2)

Magic Items (Expected GP = 16,000):
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 12,840 gp

Discussion:
At this level, the Bare-Knuckled Rebuke power gives you a welcome option to reprise against enemies who decide to attack you (which is the ultimate goal, after all), and you pick up a very nice property for teleport-stuffing in the Feyslaughter Weapon.
[/sblock]

[sblock=Level 10]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Improved Grab (PHB 2)
New Utility Power: Body Shield (MP 2)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (AV)
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)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 22,040 gp

Discussion:
At this level, the Improved Grab feat makes a basic grab action a legitimate option, the Body Shield power gives you an out-of-turn grab that can even redirect damage coming at you, the Diamond Cincture gives you a bonus to your favorite defense (Fortitude), as well as an emergency healing power, and the Boots of Eagerness give you a neat mobility power.
[/sblock]

[sblock=Level 11 Snapshot]

Race: Human (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Brawler Style (MP 2)
Paragon Path: Kensei (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 23 (+6)
Constitution 13 (+1)
Dexterity 14 (+2)
Intelligence 9 (-1)
Wisdom 14 (+2)
Charisma 11 (+0)

HP: 108 --> 15 base, +60 levels, +23 Strength, +10 Toughness
Bloodied: 54 HP or less
Healing Surges: 10 --> 9 base, +1 Constitution
Healing Surge Value: 27 HP

AC: 27 --> 10 base, +8 armor, +5 levels, +2 enhancement, +1 shield, +1 Brawler Style
Fortitude: 31 --> 10 base, +6 ability (Strength), +5 levels, +2 enhancement, +2 class, +2 feat, +2 Brawler Style, +1 racial, +1 Diamond Cincture
Reflex: 23 --> 10 base, +2 ability (Dexterity), +5 levels, +2 enhancement, +2 feat, +1 racial, +1 shield
Will: 22 --> 10 base, +2 ability (Wisdom), +5 levels, +2 enhancement, +2 feat, +1 racial

Initiative: +8 --> +2 ability (Dexterity), +5 levels, +1 item

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

At-Will Attack Powers:
L1 - Dual Strike (MP)
L1 - Grappling Strike (MP 2)
L1 - Knockdown Assault (PHH 1)

Encounter Attack Powers:
L1 - Funneling Flurry (MP)
L3 - Bull Charge (MP 2)
L7 - Come and Get It (PHB)
L11 - Masterstroke (PHB)

Daily Attack Powers:
L1 - Seize and Stab (MP 2)
L5 - Bare-Knuckled Rebuke (MP 2)
L5 - Rain of Steel (PHB)

Utility Powers:
L2 - Forceful Drag (MP 2)
L6 - Glowering Threat (HotFL)
L10 - Body Shield (MP 2)

Skills:
Athletics (+16) --> +6 ability (Strength), +5 trained, +5 levels
Endurance (+13) --> +1 ability (Constitution), +5 trained, +5 levels, +2 item
Heal (+12) --> +2 ability (Wisdom), +5 trained, +5 levels
Intimidate (+10) --> +0 ability (Charisma), +5 trained, +5 levels

Feats:
L1 - Inescapable Hold (MP 2)
L1 - Toughness (PHB)
L2 - Brawler Guard (MP 2)
L4 - Pin Down (D 368)
L6 - Master at Arms (HotFL)
L8 - World Serpent's Grasp (HotFK)
L10 - Improved Grab (PHB 2)
L11 - Improved Defenses (HotFL)

Changes:
+12 HP
Ability Score Boosts: +1 Strength (23), +1 Constitution (13), +1 Dexterity (14), +1 Intelligence (9), +1 Wisdom (14), +1 Charisma (11)
New Encounter Attack Power: Masterstroke (PHB)
New Feat: Paragon Defenses (PHB 2)
New Paragon Path: Kensei (PHB)

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (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)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 30,440 gp

Discussion:
At this moment, you get some major upgrades. The ability score bonuses give you a bonus to your Reflex and Will defenses, the Kensei Paragon Path nets you a neat bonus to hit with your Spiked Gauntlets, and Improved Defenses gives you even more non-AC defenses.

As far as items are concerned, the Backlash Tattoo gives you an aggressive means of response when you get bloodied, and the Battle Standard of the Hungry Blade can help you yank enemies to you.
[/sblock]

[sblock=Level 12]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Persistent Threat (D 383)
New Utility Power: Ultimate Parry (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)
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (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)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 40,840 gp

Discussion:
At this level, Persistent Threat gives you a way to do your job even when you get hammered by a deleterious effect, plus you get a neat armor boost and a nice defensive power in Ultimate Parry.
[/sblock]

[sblock=Level 13]

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

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (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)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 63,440 gp

Discussion:
At this level, the sweet Bash and Pummel power adds a lot more condition-imposing power to your arsenal, and the Neck Slot Item keeps them from doing the same to you. Also, you pick up the Dice of Auspicious Fortune to have a neat way to defy probability.
[/sblock]

[sblock=Level 14]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (24), +1 Dexterity (15)
New Feat: Armor Specialization (Scale) (PHB)

Magic Items (Expected GP = 80,000):
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L11 (9,000 gp): Dice of Auspicious Forutne (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): +2 Feyslaughter Spiked Gauntlets (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 72,240 gp

Discussion:
At this level, you get a welcome AC boost in Armor Specialization (Scale), and a speed boost in the Battlestrider Greaves and the elimination of the speed penalty. Additionally, a Strength boost also nets you some increased competence.
[/sblock]

[sblock=Level 15]

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

Magic Items (Expected GP = 112,000):
L14 (21,000 gp): +3 Feyslaughter Spiked Gauntlets (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 102,040 gp

Discussion:
Here, we finally upgrade the Feyslaughter Spiked Gauntlets, and we also pick up a heck of an upgrade for Rain of Steel in Unyielding Avalanche, and the Stone of Earth gives you more ways to fiddle with your attack rolls.
[/sblock]

[sblock=Level 16]

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

Magic Items (Expected GP = 160,000):
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): +3 Feyslaughter Spiked Gauntlets (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 Wyvernscale Armor (PHB)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 147,200 gp

Discussion:
At this level, you pick up a huge initiative bonus, courtesy of a Casque of Tactics upgrade and the Improved Initiative feat, Mighty Surge provides a quality self-healing power, and the Ring of the Dragonborn Emperor gives you the ability to reprise when bloodied.
[/sblock]

[sblock=Level 17]

Changes:
+6 HP
New Encounter Attack Power: Vicious Uppercut (MP 2) (replaces Bull Charge)

Magic Items (Expected GP = 240,000):
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): +3 Feyslaughter Spiked Gauntlets (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 199,200 gp

Discussion:
At this level, you pick up the frankly incredible Vicious Uppercut power, which adds a stunning multiattack to your repertoire. You also upgrade your armor and pick up an emergency reroll in the Stone of Earth here.
[/sblock]

[sblock=Level 18]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (25), +1 Wisdom (15)
New Feat: Weapon Focus (Unarmed) (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): Ring of the Dragonborn Emperor (AV)
L14 (21,000 gp): +3 Feyslaughter Spiked Gauntlets (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 267,200 gp

Discussion:
Here, you put some investment in your Strength and Wisdom scores, you pick up a welcome damage bonus in Weapon Focus, and you upgrade your Neck Slot Item to make yourself even tougher to escape.
[/sblock]

[sblock=Level 19]

Changes:
+6 HP
New Daily Power: Smash and Grab (replaces Bare-Knuckled Rebuke)

Magic Items (Expected GP = 400,000):
L19 (105,000 gp): +4 Feyslaughter Spiked Gauntlets (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale 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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 394,400 gp

Discussion:
At this level, Smash and Grab provides a mean Daily to sit down and pound your opponent with, and the Feyslaughter Gauntlets and Iron Ambands of Power upgrades add some more kick to your attacks.
[/sblock]

[sblock=Level 20]

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

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Feyslaughter Spiked Gauntlets (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale 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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 519,400 gp

Discussion:
At this level, you pick up some versatility in Weaponsoul Dance, as well as some extra inescapability via a Diamond Cincture upgrade and the Brutal Brawler feat.
[/sblock]

[sblock=Level 21 Snapshot]

Race: Human (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Brawler Style (MP 2)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 28 (+9)
Constitution 14 (+2)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 12 (+1)

HP: 178 --> 15 base, +120 levels, +28 Strength, +15 Toughness
Bloodied: 89 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 44 HP

AC: 39 --> 10 base, +10 levels, +11 armor, +5 enhancement, +1 feat, +1 shield, +1 Brawler Style
Fortitude: 48 --> 10 base, +10 levels, +9 ability (Strength), +4 enhancement, +4 Epic Fortitude, +3 feat, +2 class, +2 Brawler Style, +2 Diamond Cincture, +1 racial, +1 Nagascale Armor
Reflex: 32 --> 10 base, +10 levels, +3 ability (Dexterity), +4 enhancement, +3 feat, +1 racial, +1 shield
Will: 31 --> 10 base, +10 levels, +3 ability (Wisdom), +4 enhancement, +3 feat, +1 racial

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

Speed: 8 --> 6 base, +1 Guardian Mindfulness, +1 item

At-Will Attack Powers:
L1 - Dual Strike (MP)
L1 - Grappling Strike (MP 2)
L1 - Knockdown Assault (PHH 1)

Encounter Attack Powers:
L7 - Come and Get It (PHB)
L11 - Masterstroke (PHB)
L13 - Bash and Pummel (MP 2)
L17 - Vicious Uppercut (MP 2)

Daily Attack Powers:
L1 - Seize and Stab (MP 2)
L15 - Unyielding Avalanche (PHB)
L19 - Smash and Grab (MP)
L20 - Weaponsoul Dance (PHB)

Utility Powers:
L2 - Forceful Drag (MP 2)
L6 - Glowering Threat (HotFL)
L10 - Body Shield (MP 2)
L10 - Mighty Surge (D 379)
L12 - Ultimate Parry (PHB)

Skills:
Athletics (+24) --> +9 ability (Strength), +5 trained, +10 levels
Endurance (+21) --> +2 ability (Constitution), +5 trained, +10 levels, +4 item
Heal (+18) --> +3 ability (Wisdom), +5 trained, +10 levels
Intimidate (+16) --> +1 ability (Charisma), +5 trained, +10 levels

Feats:
L1 - Inescapable Hold (MP 2)
L1 - Toughness (PHB)
L2 - Brawler Guard (MP 2)
L4 - Pin Down (D 368)
L6 - Master at Arms (HotFL)
L8 - World Serpent's Grasp (HotFK)
L10 - Improved Grab (PHB 2)
L11 - Improved Defenses (HotFL)
L12 - Persistent Threat (D 383)
L14 - Armor Specialization (Scale) (PHB)
L18 - Weapon Focus (Unarmed) (PHB)
L20 - Brutal Brawler (MP 2)
L21 - Epic Fortitude (PHB 2)
L21 - Superior Initiative (PHB 3)

Changes:
+12 HP
Ability Score Boosts: +3 Strength (28), +1 Constitution (14), +1 Dexterity (16), +1 Intelligence (10), +1 Wisdom (16), +1 Charisma (12)
New Epic Destiny: Ceaseless Guardian (D 387)
New Feats: Epic Fortitude (PHB 2), Superior Initiative (PHB 3) (replaces Improved Initiatve)

Magic Items (Expected GP = 800,000):
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Feyslaughter Spiked Gauntlets (AV)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 774,400 gp

Discussion:
More major upheaval occurs at this level: the Ceaseless Guardian Epic Destiny nets you a welcome Strength bonus as well as some extra speed, your Fortitude defense is bolstered in a major by the influx of the above mentioned Strength bonus, as well as the arrival of the Epic Fortitude and Robust Defenses feats, making you almost impossible to hurt with attacks targeting that defense, as well as making your grabs virtual death sentences. Last, but not least, you armor is upgraded at this level.
[/sblock]

[sblock=Level 22]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feats: Rapid Combat Challenge (D 387)
New Utility Power: Unyielding (MP)

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): Diamond Cincture (Paragon Tier) (AV 2)
L19 (105,000 gp): +4 Feyslaughter Spiked Gauntlets (AV)
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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 1,114,400 gp

Changes:
At this level, you make good strides in your defending ability with the ability to tag two marked targets simultaneously, a Neck Slot Item upgrade, and a great way to respond to an attack against you in Unyielding.
[/sblock]

[sblock=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 Spiked Gauntlets (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 1,534,400 gp

Changes:
At this level, you swap the awesome Come and Get It for the even more awesome Warrior's Urging, and you also upgrade your weapons here.
[/sblock]

[sblock=Level 24]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (29), +1 Wisdom (17)
New Feats: Crushing Grab (D 368), Martial Mastery (MP) (replaces Persistent Threat)

Magic Items (Expected GP = 2,100,000):
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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)
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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 1,938,400 gp

Discussion:
At this level, you put some investment in Strength and Wisdom, swap out the now obsolete Persistent Threat (thanks to the Ceaseless Guardian's L24 feature) for some sweet power recovery in Martial Mastery, put some genuine threat into your grabs with Crushing Grab, and upgrade your Head Slot item to the awesome Eye of Awareness.
[/sblock]

[sblock=Level 25]

Changes:
+6 HP
New Daily Attack Power: Relentless Headlock (MP 2) (replaces Seize and Stab)

Magic Items (Expected GP = 2,800,000):
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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 Nagascale Armor (PHB)
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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 2,450,400 gp

Discussion:
At this level, you pick up another punishing grab Daily in Relentless Headlock, and you upgrade your Feet Slot Item into the Boots of Caiphon.
[/sblock]

[sblock=Level 26]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat: Slashing Storm (MP 2)
New Utility Power: Always Ready (D 387)

Magic Items (Expected GP = 4,000,000):
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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)
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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 3,750,400 gp

Discussion:
At this level, you pick up an excellent autodamage feat in Slashing Storm, a neat power in Always Ready, and your armor gets upgraded for the last time.
[/sblock]

[sblock=Level 27]

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

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)
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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)
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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 5,450,400 gp

Discussion:
Here, you upgrade your Neck Item for the last time, and you cap off your Encounter power list with the mighty Trollclaw Grip.
[/sblock]

[sblock=Level 28]

Changes:
+7 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (30), +1 Wisdom (18)
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)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 6,530,400 gp

Discussion:
At this level, you finally obtain the last boost in ability score modifiers, you shore up a weaker defense in Epic Will, and you pick up the final version of the Iron Armbands of Power for some welcome extra punch.
[/sblock]

[sblock=Level 29]

Changes:
+6 HP
New Daily Attack Power: Force the Battle (PHB) (replaces Unyielding Avalanche)

Magic Items (Expected GP = 10,000,000):
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)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): +5 Feyslaughter Spiked Gauntlets (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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 9,155,400 gp

Discussion:
At this level, you pick up the incredible Force the Battle Daily power, as well as a quality item to reduce your action starvation and increase your survivability in the Ring of Free Time.
[/sblock]

[sblock=Level 30 Snapshot]

Race: Human (PHB)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Brawler Style (MP 2)
Paragon Path: Kensei (PHB)
Epic Destiny: Ceaseless Guardian (D 387)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 30 (+10)
Constitution 14 (+2)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 12 (+1)

HP: 234 --> 15 base, +174 levels, +30 Strength, +15 Toughness
Bloodied: 117 HP or less
Healing Surges: 11 --> 9 base, +2 Constitution
Healing Surge Value: 58 HP

AC: 47 --> 10 base, +15 levels, +13 armor, +6 enhancement, +1 feat, +1 shield, +1 Brawler Style
Fortitude: 56 --> 10 base, +15 levels, +10 ability (Strength), +6 enhancement, +4 Epic Fortitude, +3 Diamond Cincture, +3 feat, +2 class, +2 Brawler Style, +1 racial
Reflex: 45 --> 10 base, +15 levels, +3 ability (Dexterity), +6 enhancement, +4 Epic Reflexes, +3 feat, +2 Boots of Caiphon, +1 racial, +1 shield
Will: 45 --> 10 base, +15 levels, +4 ability (Wisdom), +6 enhancement, +4 Epic Will, +3 feat, +2 Eye of Awareness, +1 racial

Initiative: +31 --> +3 ability (Dexterity), +15 levels, +8 feat, +5 item

Speed: 7 --> 6 base, +1 Guardian Mindfulness

At-Will Attack Powers:
L1 - Dual Strike (MP)
L1 - Grappling Strike (MP 2)
L1 - Knockdown Assault (PHH 1)

Encounter Attack Powers:
L11 - Masterstroke (PHB)
L17 - Vicious Uppercut (MP 2)
L23 - Trollclaw Grip (MP 2)
L23 - Warrior's Urging (PHB)

Daily Attack Powers:
L19 - Smash and Grab (MP)
L20 - Weaponsoul Dance (PHB)
L25 - Relentless Headlock (MP 2)
L29 - Force the Batle (PHB)

Utility Powers:
L2 - Forceful Drag (MP 2)
L6 - Glowering Threat (HotFL)
L10 - Body Shield (MP 2)
L10 - Mighty Surge (D 379)
L12 - Ultimate Parry (PHB)
L22 - Unyielding (MP)
L26 - Always Ready (D 387)

Skills:
Athletics (+30) --> +10 ability (Strength), +5 trained, +15 levels
Endurance (+28) --> +2 ability (Constitution), +5 trained, +15 levels, +6 item
Heal (+24) --> +4 ability (Wisdom), +5 trained, +15 levels
Intimidate (+21) --> +1 ability (Charisma), +5 trained, +15 levels

Feats:
L1 - Inescapable Hold (MP 2)
L1 - Toughness (PHB)
L2 - Brawler Guard (MP 2)
L4 - Pin Down (D 368)
L6 - Master at Arms (HotFL)
L8 - World Serpent's Grasp (HotFK)
L10 - Improved Grab (PHB 2)
L11 - Improved Defenses (HotFL)
L14 - Armor Specialization (Scale) (PHB)
L18 - Weapon Focus (Unarmed) (PHB)
L21 - Epic Fortitude (PHB 2)
L21 - Superior Initiative (PHB 3)
L22 - Rapid Combat Challenge (D 387)
L24 - Crushing Grab (D 368)
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): Diamond Cincture (Epic Tier) (AV 2)
L29 (2,625,000 gp): +6 Feyslaughter Spiked Gauntlets (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)
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)
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)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Battle Standard of the Hungry Blade (D 381)
TOTAL: 14,255,400 gp

Discussion:
Welcome to the summit of your power. All your toys have been bought, all your magic items have been upgraded, and you can actually expect to hold on to a god for a decent period of time. Enjoy the fruits of all your hard work.
[/sblock]

Build Goal and Tactics

The goal of this build is to be a lockdown Defender. To accomplish this, it employs an unorthodox but powerful strategy, which is to grab his opponent and force him to stay adjacent. To successfully pull this off, it raises its Fortitude defense to soaring heights, and also employs the Brawling Fighter's excellent free hand fighting style. Toss in a way to suppress teleportation and it's pretty apparent no one is getting away from this Fighter once he's established a hold.

This build's tactics are generally to rush in (via a high spot on the initiative order) and lock down an opponent via a grab power. Then, it employs other powers to knock the enemy prone and drag him across the battlefield, either to set him up for your allies to take down or so you can engage another enemy and lock him down as well. Don't think it's all about control here, though: the Brawler power line actually has a few offensive gems available to it, so you can enjoy punching your opponent in the face.

Questions, thoughts, and comments are welcome.
 
Last edited:

MiketheMountain

First Post
Beowulf continued

Variant: The Butcher

This variant (contributed by Tatzu) takes a slightly different tack from Beowulf in that it trades in the multitarget abilities and some of the inescapability for the power to grab a target, knock it down, and then savage it with heavy personal damage. It also has the perk of setting up its allies for extra damage as well.

[sblock=Build Summary]

Race: Longtooth Shifter (PHB 2)
Class: Fighter (PHB)
Combat Feature: Combat Superiority (PHB)
Fighter Talent: Brawler Style (MP 2)
Paragon Path: Moonstalker (PHB 2)
Epic Destiny: Ceaseless Guardian (D 387)

Ability Scores:
L1 - Str 18, Con 13, Dex 14, Int 8, Wis 16, Cha 10
L4 - Str 19, Con 13, Dex 14, Int 8, Wis 17, Cha 10
L8 - Str 20, Con 13, Dex 14, Int 8, Wis 18, Cha 10
L11 - Str 21, Con 14, Dex 15, Int 9, Wis 19, Cha 11
L14 - Str 22, Con 14, Dex 15, Int 9, Wis 20, Cha 11
L18 - Str 23, Con 14, Dex 15, Int 9, Wis 21, Cha 11
L21 - Str 26, Con 15, Dex 16, Int 10, Wis 22, Cha 12
L24 - Str 27, Con 15, Dex 17, Int 10, Wis 22, Cha 12
L28 - Str 28, Con 15, Dex 18, Int 10, Wis 22, Cha 12

Feats:
L1 - Inescapable Hold (MP 2)
L2 - Brawler Guard (MP 2)
L4 - Pin Down (D 368)
L6 - Weapon Expertise (Heavy Blades) (PHB 2)
L8 - Mobile Challenge (D 378)
L10 - Improved Grab (PHB 2)
L11 - Paragon Defenses (PHB 2)
L12 - Improved Initiative (PHB)
L14 - Armor Specialization (Scale) (PHB)
L16 - Headsman's Chop (PHB 3)
L18 - Weapon Master (D 382)
L20 - Weapon Focus (Heavy Blades) (PHB)
L21 - Epic Fortitude (PHB 2)
L21 - Robust Defenses (PHB 2) (replaces Paragon Defenses)
L22 - Rapid Combat Challenge (D 387)
L22 - Superior Initiative (PHB 3) (replaces Improved Initiative)
L23 - Mobile Warrior (MP) (replaces Mobile Challenge)
L24 - Crushing Grab (D 368)
L26 - Slashing Storm (MP 2)
L28 - Martial Mastery (MP)
L30 - Epic Reflexes (PHB 2)

At-Will Powers:
L1 - Grappling Strike (MP 2)
L1 - Knockdown Assault (PHH 1)

Encounter Powers:
L1 - Steel Serpent Strike (PHB)
L3 - Bull Charge (MP 2)
L7 - Come and Get It (PHB)
L11 - Call to the Moon (PHB 2)
L13 - Bash and Pummel (MP 2) (replaces Steel Serpent Strike)
L17 - Vicious Uppercut (MP 2) (replaces Bull Charge)
L23 - Warrior's Urging (PHB) (replaces Come and Get It)
L27 - Trollclaw Grip (MP 2) (replaces Bash and Pummel)

Daily Powers:
L1 - Seize and Stab (MP 2)
L5 - Rain of Steel (PHB)
L9 - Jackal Strike (MP)
L15 - Unyielding Avalanche (PHB) (replaces Rain of Steel)
L19 - Smash and Grab (MP) (replaces Seize and Stab)
L25 - Relentless Headlock (MP 2) (replaces Jackal Strike)
L29 - Force the Battle (PHB) (replaces Relentless Headlock)

Utility Powers:
L2 - Forceful Drag (MP 2)
L6 - Makeshift Shield (MP 2)
L10 - Body Shield (MP 2)
L10 - Mighty Surge (D 379)
L12 - Unleash the Silent Predator (PHB 2)
L22 - Unyielding (MP)
L26 - Always Ready (D 387)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Radiant Longsword (AV)
L30 (3,125,000 gp): Diamond Cincture (Epic Tier) (AV 2)
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 Titanscale Armor (PHB)
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)
L17 (65,000 gp): Ring of the Radiant Storm (AV)
L14 (21,000 gp): Counterstrike Guards (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)
TOTAL: 14,117,200 gp
[/sblock]

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

[sblock=Level 1]

Melee Basic Attack: +9 vs. AC
Hit: 1d6+5 damage
Critical: 11 damage
[/sblock]

[sblock=Level 11]

Melee Basic Attack: +19 vs. AC
Hit: 1d6+10 damage
Critical: 2d6+16 damage
[/sblock]

[sblock=Level 21]

Melee Basic Attack: +30 vs. AC
Hit: 2d8+24 damage
Critical: 4d6+40 damage
[/sblock]

[sblock=Level 30]

Melee Basic Attack: +37 vs. AC
Hit: 2d8+29 damage
Critical: 6d6+45 damage
[/sblock]

Opportunity Attacks

[sblock=Level 1]

Grappling Strike: +10 vs. AC
Hit: 1d6+5 damage, and the target is grabbed
Critical: 11 damage, and the target is grabbed
[/sblock]

[sblock=Level 11]

Grapling Strike: +20 vs. AC
Hit: 1d6+10 damage, and the target is grabbed
Critical: 2d6+16 damage, and the target is grabbed
[/sblock]

[sblock=Level 21]

Grappling Strike: +33 vs. AC
Hit: 2d8+24 damage, and the target is grabbed
Critical: 4d6+40 damage, and the target is grabbed
[/sblock]

[sblock=Level 30]

Melee Basic Attack: +41 vs. AC
Hit: 2d8+29 damage, and the target is grabbed
Critical: 6d6+45, and the target is grabbed
[/sblock]


Miscellaneous: Character Builder Summary

[sblock=CB Summary]

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

LDB Beowulf, Master of Grabs, level 30

Human, Fighter, Kensei, Ceaseless Guardian

Build: Brawling Fighter

Fighter: Combat Superiority

Fighter Talents: Brawler Style

Kensei Focus: Kensei Focus Unarmed attack

Guardian Mindfulness: Guardian Mindfulness Strength



FINAL ABILITY SCORES

Str 30, Con 14, Dex 16, Int 10, Wis 18, Cha 12.



STARTING ABILITY SCORES

Str 18, Con 12, Dex 12, Int 8, Wis 12, Cha 10.





AC: 46 Fort: 57 Reflex: 44 Will: 44

HP: 218 Surges: 11 Surge Value: 54



TRAINED SKILLS

Intimidate +21, Heal +24, Endurance +28, Athletics +30



UNTRAINED SKILLS

Acrobatics +18, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +19, History +15, Insight +19, Nature +19, Perception +19, Religion +15, Stealth +18, Streetwise +16, Thievery +18



FEATS

Human: Inescapable Hold

Level 1: Toughness

Level 2: Brawler Guard

Level 4: Pin Down

Level 6: Weapon Expertise (Unarmed)

Level 8: Mobile Challenge

Level 10: Improved Grab

Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)

Level 12: Persistent Threat (retrained to Martial Mastery at Level 24)

Level 14: Armor Specialization (Scale)

Level 16: Improved Initiative (retrained to Superior Initiative at Level 22)

Level 18: Weapon Focus (Unarmed)

Level 20: Brutal Brawler (retrained to Marked Takedown at Level 23)

Level 21: Epic Fortitude

Level 22: Rapid Combat Challenge

Level 24: Crushing Grab

Level 26: Slashing Storm

Level 28: Epic Will

Level 30: Epic Reflexes



POWERS

Bonus At-Will Power: Dual Strike

Fighter at-will 1: Knockdown Assault

Fighter at-will 1: Grappling Strike

Fighter encounter 1: Hack and Hew

Fighter daily 1: Villain's Menace

Fighter utility 2: Forceful Drag

Fighter encounter 3: Bull Charge

Fighter daily 5: Bare-Knuckled Rebuke

Fighter utility 6: Daring Shot

Fighter encounter 7: Come and Get It

Fighter daily 9: Rain of Steel

Fighter utility 10: Body Shield (Fighter)

Fighter encounter 13: Bash and Pummel (replaces Hack and Hew)

Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)

Fighter utility 16: Mighty Surge

Fighter encounter 17: Vicious Uppercut (replaces Bull Charge)

Fighter daily 19: Smash and Grab (replaces Rain of Steel)

Fighter utility 22: Unyielding

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

Fighter daily 25: Relentless Headlock (replaces Bare-Knuckled Rebuke)

Fighter encounter 27: Trollclaw Grip (replaces Bash and Pummel)

Fighter daily 29: Force the Battle (replaces Relentless Headlock)



ITEMS

Diamond Cincture (epic tier), Feyslaughter Spiked gauntlet +6, Ring of Free Time (epic tier), Steadfast Amulet +6, Dwarven Titanscale Armor +6, Iron Armbands of Power (epic tier), Boots of Caiphon (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), Backlash Tattoo (heroic tier)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Note: Beowulf, while an excellent starting reference, was made semi-obsolete with some later feats and math assumptions. I’ll quote svendj, who summarized the widely (but not universally) accepted updates succinctly:


Stats: 18 Str pre-racial for a race that's not Str/Wis is not defensible, since defenders really want Superior Will before paragon. This build gets hit on every attack vs Ref or Will, and is doomed to go almost last in every battle it's in. Not very good for a defender.


Feats: Master of the Fist wasn't published yet when LDB built Beowulf, and it's been the go-to level 1 feat for Brawlers ever since. Turning your empty hand into a longsword is crazy good.
Toughness and Brawler Guard are taken early and don't get retrained, while Brawlers are among the most feat-starved of builds. They need Expertise, Superior Will and Inescapable Hold to even function, and Wary Fighter and/or Improved Initiative is also very useful for them. Assuming you want to do more than just hugging people, at some point you also want stuff like Weapon Focus, World Serpent's Grasp, Pin Down and Headman's Chop. And let's not forget about Improved Defenses by paragon.




Here’s some other commentary from the Beowulf thread:

RayjeEliwan: Now, I'm showing my noobishness here, but isn't playing a defender with Reflex and Will that low kind of, well, terrifyingly risky? In no way do I deny that this guy can grab someone and absolutely command their attention (in a very fun manner), but what about your victim's friends who want to do bad things to you until you let their buddy go? Am I overstating the problem, did I miss a way around it, or is this a concern?
lordduskblade: Not particularly. It has a variety of powers to prevent any bad status effects that could result from getting hit in Reflex or Will, and it has the HP and surges to hold up, especially considering Fortitude is so high (and that's usually where the real painful effects show up).


MainBrain: why dual strike and not a net with Cleave and deft hurler? slow + ranged options?
lordduskblade: Mostly no feat room. I am just barely able to afford all the feats I want, and going for Flails as an additional group, and then taking Deft Hurler takes a lot away from what I wanted to accomplish with the build.


ChaosMage: In the level summaries I see a mention of things that protect against daze/stun and teleporting enemies, but I didn't see something to protect against forced movement applied to either you or your grabbed foes, which is another way enemies can break a grab. Grappler's Stance, to restrain your grabbed enemies, can help with one part. There are a few different items that can cancel forced movement on you, but I don't know what you're willing to make room for on the character.
lordduskblade:That's the beauty of having a huge Fortitude; a lot of forced movement effects target it, so I'm not too worried about my ability to defend against it pretty much by default. If it proves to be a problem, I can see myself taking some steps to guard against it.


Rathyr: Magical spiked gauntlets take up your hand slot. Can't have them and any gloves, let alone 2 spiked gauntlets (each enchanted one takes up a hand slot, only have one).
lordduskblade: That seems like a rather arbitrary restriction. Why on earth would you be unable to dual wield magical spiked gauntlets? Unless the gauntlets come in pairs (which would be a godsend for me, as I could then afford the Epic Tier Diamond Cincture), I see no reason why I can't do that. Either way, it's not a big deal, since Brawler Style gives me an enhancement bonus to hit already; I could just keep one gauntlet enchanted and one plain.


Daemonfey: How is the item progression without fluid wealth?
lordduskblade: Without fluid wealth, it would be fairly similar. Since you get an enhancement bonus to hit from your class feature, I suggest getting miscellaneous items first, armor second, neck third, first gauntlet fourth, second gauntlet last for any given 5-level progression cycle after level 5 (11-15, for example).


Rathyr: LDB, just out of curiosity, how would you rule powers that grab but require no hands free? For example, Bloodseeking Strike from the Bloodknight PP, Clawed Ancestor Rage, or even Grasping Weapon. Do these bypass the "hand free" requirement (which all the brawler powers still have in their description), the same way that people rule that brawlers can grab creatures much larger than them?
What do you think of using Boar Tusk Helm for unarmed attacks and/or a Fighting Shield in your MH (so that you gain both shield and brawler bonuses)?
lordduskblade: I believe the those bypass the "hands free" restriction as well as the grab restriction as well. That said, you need it for the Brawler powers, so it's kind of a moot issue for a full Brawler build.
Boar Tusk Helm offers a benefit similar to that of Iron Armbands of Power, and worth less if you took Brutal Brawler. I'm not very fond of it, since I like other things (like the Casque of Tactics) on it.
The Fighting Shield is an interesting angle, but it can weaken the build should a DM rule that you need a free hand to sustain a grab. Additionally, the shield being from a different weapon group weakens the ability to use Dual Strike, which limits my offensive options.


eastc: Why not Combat Agility? The free knockdown seems like it would go well with Pin Down.
lordduskblade: The option between grabbing (Grappling Strike) or knocking prone on an OA is interesting, to be sure. That said, this build is not heavy on the Dexterity investment, so it's of limited range at best, and while stopping movement may be redundant with a Grappling Strike OA, the increased accuracy is appreciated. I can see it working for a more Dexterity-based variant, but not for this one.


Khan_the_Destroyer: Grappling Strike bypasses the targeting restrictions of the Grab attack, but automatically ends at the end of your next turn, meaning you need to use Grappling Strike again to continue grabbing the enemy (even if he fails to escape your grab on his turn). Also, Grappling Strike can be used as an OA to quickly Immobilize a daring opponent.

If you're fighting an enemy that is within one size of you though, using the Grab action will allow you to sustain the grab indefinitely without having to reapply it, assuming your target keeps failing to escape (and with Beowulf's Fortitude defenses, they will keep failing). This allows you to use Knockdown Assault on your next turn to take advantage of Pin Down, and then hammer on your enemy as you please with whatever powers, never having to worry about re-establishing the Grab.

With the Improved Grab feat, and the Grab action being against Reflex, your chances of hitting are high, and the chances of your enemy escaping after that are low. You're pretty much set.


roughmystics: 1. I've been considering a 14 dex, 11 wis build instead of the 12/12/12 stats you recommend, LDB. For one, dex is, after all, the secondary brawlers are designed to use, and even starting at 14 would let me use Bash and Pinion to some effect. Furthermore, it gives me more initiative and sets me up to use Defensive Advantage in Paragon (I'm considering Vicious Advantage to go along with it, so that I can have CA against thins I grab.) As for the 2 less hp from having 10 con, that can be covered in the beginning with the Born under a Bad Sign background, in tandem with Toughness.

2. I'm also considering a 13 dex 13 wis build instead, although I'd leave out Vicious Advantage and Defensive Advantage in that case. But having a slightly better OA would be nice, as well as not leaving my Will defense too far behind. The thing with an OA bonus is that I hardly expect a DM to make the mistake of triggering an OA from a brawler fighter more than once, anyway, with the movement halting and the grab.

3. I have a question about the usefulness of Dual Strike as the 3rd at-will, as well. While it's not explicitly in the rules, it seems like using dual strike while grabbing someone shouldn't work, so it seems like this power is limited to those random times when you haven't yet attached yourself to some poor sod. Instead, I've been considering Threatening Rush, since I can use while grabbing to multi-mark at-will. Thoughts?

4. Finally, LDB, you mention at different points that Beowulf can grab 2 people, since grab only requires a free hand...but again, once you've grabbed them both, can you even do anything? Unless you've got that sash that grabs for you, it seems like your hands would be full, so you couldn't attack (or mark), take OA's, or even move (since Forceful Drag only targets one monster.) You could arguably keep hitting with Rain of Steel, but that's about it...isn't it safe to say that for the most part, this build really just concentrates on one guy (stuff like Come and Get It aside, of course?)

lordduskblade: 1 & 2. I like the 13/13 Dexterity/Wisdom array if you have Born under a Bad Sign and Toughness. Have you also considered Durable to patch up the slightly lower healing surge total you will have?

3 & 4. You don't need a free hand to actually sustain a grab, only to initiate it. So you can yank people to you with Come and Get It, then pin anyone who provokes an OA down with a Grappling Strike, and then keep them there. Dual Strike is actually golden in these circumstances, because it allows you to whittle down the HP of two marked enemies simultaneously. As a matter of fact, the only reason you can't maintain more than two grabs is because you'll run out of minor actions to sustain. :)
 
Last edited:

MiketheMountain

First Post
Thanatos, God of Death - Revenant Brawler/Dreadnought/Undying Warrior

by Rathyr
Original post on 2010 November 29: http://community.wizards.com/content/forum-topic/2886521

"And there the children of dark Night have their dwellings, Sleep and Death, awful gods. The glowing Sun never looks upon them with his beams, neither as he goes up into heaven, nor as he comes down from heaven. And the former of them roams peacefully over the earth and the sea's broad back and is kindly to men; but the other has a heart of iron, and his spirit within him is pitiless as bronze: whomsoever of men he has once seized he holds fast: and he is hateful even to the deathless gods."
352px-Avatar_of_Balthazar_concept_art.jpg
Want to play a Brawler that soaks up damage and status effects, and keeps on going? Makes a joke of the time between extended rests? Has considerable control over the domain of death? Doesn’t need a leader for anything?

Look no further.

This build has:
1.) Highly playability during all tiers of play.
2.) Extremely high control from EARLY Heroic onwards.
3.) Preventative measures against standard Brawler weaknesses.
4.) Unhittable Fort, high AC/Reflex, protective measures against Will.
5.) Completely self-sufficient mechanisms for healing and status effects.
6.) The ability to continue fighting after hitting zero HPs.
7.) High mobility, even with creatures grabbed.
8.) Extremely high health.

This build does NOT have:
1.) Damage (seriously, this build makes no excuses. Paragon+ is low).
2.) Will defense. Who needs it? Just block the stun/daze!

[sblock=Updated RC Grab Rules]

Several key changes in RC added some clarity (and some confusion) to the grab rules. A (somewhat) agreed upon result is:
1.) Whatever limb/weapon/item was used to grab the creature remains occupied as long as the creature remains grabbed. You cannot use this limb/weapon/item for *anything* else, including attacking the creature grabbed by it.
Note: Grasping Weapon property specifically allows you to attack creatures held by it.
2.) If you lose the ability to take ANY of your actions (OA, immediate, standard, move, minor), you immediately release any grabs you currently have going on. Even if you are able to take OA or immediate actions during a stun/daze, you still will have lost the ability to take actions during your own turn, thus you release the creature immediately.
[/sblock]

[sblock=Revenant Rules]

I have seen a couple different takes on Unnatural Vitality, and I have to say the one I got back from CS makes more sense than some of the other interpretations going around…
1.) Unnatural Vitality only works for the *first* death saving throw the entire encounter.
2.) You still get OAs and Immediate Actions during Unnatural Vitality.
3.) Fierce Vitality only changes the end condition of Unnatural Vitality, not the actions.
4.) Ghostly Vitality means your character has all of his actions back.
I honestly think that some others have seriously over read the rules and bent them into a rather confusing situation. I think this is fairly close to RAW, and definitely more RAI.

Please discuss the Revenant Rules with your DM, as the decision you DM comes to will affect you considerably if you are unable to make immediate or OAs while below zero HPs, and whether or not you can hold onto your grabs in epic.
[/sblock]

[sblock=Level 1 Discussion and Overview]

Thanatos, level 1
Revenant, Fighter
Fighter: Combat Agility
Fighter Talents: Brawler Style
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 18, Con 13, Dex 16, Int 8, Wis 10, Cha 10.

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


AC: 18 Fort: 18 Reflex: 13 Will: 10
HP: 33 Surges: 10 Surge Value: 8

TRAINED SKILLS
Intimidate +7, Endurance +8, Athletics +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff, Diplomacy, Dungeoneering, Heal, History -1, Insight, Nature, Perception, Religion -1, Stealth +3, Streetwise, Thievery +3

FEATS
Level 1: Inescapable Hold

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Dual Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Seize and Stab

Discussion:
Revenant was chosen for the race, mostly due to the interactions with our Paragon Path and Epic Destiny. Sadly, with no bump to Strength, we start with an 18 (gasp!) in our Primary, and 16 in our secondary (Dex). Wisdom is being ignored with this build. Mourn your Will Defense, for it will be forever low, no matter how hard we try! Past Life: Dwarf gives us access to some nice feats to reduce forced movement.

Assuming backgrounds and themes, Background goes to Born Under a Bad Sign (bland, yet effective) and Noble Adept (for when you really need to hit, or make a death saving throw. 1+1d4 at level one means even if you go down, you've got a pretty good chance at making a save when you need it). Both are completely optional to this build.

First feat goes to the ever popular Inescapable Hold, a cornerstone of the Brawler strategy. 18 Fort at level one means you will actually hang on for a good while.

Grappling Strike will be used on OAs, and that grab will end the movement, allowing us to take Combat Agility for some interesting tactical options on OAs. Dual Strike will allow us to keep multiple targets in check.
Hack and Hew gives us a nice multi-attack power, and Seize and Stab gives us our very first full fledged grab/attack power!
[/sblock]

[sblock=Level 2]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Fighter utility 2: Forceful Drag
New Feat Level 2: World Serpent's Grasp (HotFK, anytime you hit a slowed or immobilized creature with an attack, you knock it prone)

Magic Items (Expected GP = 1,920):
L5 (1,000 gp): Amulet of Life +1
L2 (520 gp): Dwarven Scale Armor +1
L1 (360 gp): Challenge-Seeking Trident +1
TOTAL: 1,860

Discussion:
Grappling Strike and Forceful Drag are a very powerful combination. Grappling Strike grabs until end of your next turn. Next turn rolls around, Forceful Drag the mob off to a fire. End your grab (that was ending at the end of the turn anyways) to knock him prone. Grappling Strike again. Mob cries and begins cooking. Forceful Drag also allows us to move around the battlefield and threaten new targets, even after we have grabbed a creature.

World Serpent's Grasp used to be an epic feat for Brawlers. Now it's heroic. Lovely. As long as you keep Grappling Strike the same target, you will be proning them every round. Keep in mind that if an ally has slowed a target, you can just run up and prone it.

Amulet of Life gives us the ability to spend two healing surges instead of one, once an encounter, as well as a bump to all of your NADs. Basically, if your Revenant drops to zero, you use your one standard action to second wind, and spend two surges. Ta-Da! Now you are at bloodied value! Dwarven Scale Armor gives us some low level healing, once a day. Challenge-Seeking Trident for some low level damage and accuracy.
[/sblock]

[sblock=Level 3]

Changes:
+6 HP
New Fighter encounter 3: Rain of Blows

Triple attack at level 3? Yes please! No new items this level.
[/sblock]

[sblock=Level 4]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str. (19), +1 Dex. (17)
New Feat Level 4: Pin Down

Prone targets can no longer stand up. Remember those mobs we keep dropping in fires? Not going anywhere, even if they break free from the grab (can’t shift while prone, so they would have to spend a second move to stand up). Grabbed the final boss? Knock him prone for -2 to all of his attacks. The combination of World Serpent's Grasp and Pin Down is a terror for mobs. You are *at-will* grabbing and proning creatures, and keeping them like that. No new items.
[/sblock]


[sblock=Level 5]

Changes:
+6 HP
New Fighter daily 5: Rain of Steel

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Grasping Trident +2
L5 (1,000 gp): Amulet of Life +1
L2 (520 gp): Dwarven Scale Armor +1
TOTAL: 3,588 gp

Remember how we examined the new grab rules? It's a pity there isn't a weapon with a specific property to allow you to grab creatures being held by it... Hello Grasping Weapon. Not only can you make grabs WITH the weapon (gaining enhancement modifiers to the grab), but it has an encounter power that auto grabs the creature hit with it. And you can attack creatures grabbed by it with it. Fantastic Brawler weapon.

Rain of Steel + grabs = fun times. The brawler daily is ok, but this is auto hit, and can affect more than one creature.
[/sblock]

[sblock=Level 6]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 6: Master At Arms (HotFL, +1 feat bonus with weapon attacks, minor action to swap weapons)
New Fighter utility 6: Daring Shot

Magic Items (Expected GP = 6,400):
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L5 (1,000 gp): Amulet of Life +1
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
TOTAL: 6,228 gp

If you weren't given Expertise for free, take Master At Arms. Daring Shot gives us a nice multi-mark ability (Makeshift Shield is another nice choice, +dex mod to all defenses as an interrupt is nothing to scoff at).

Iron Armbands of Power and Gauntlets of Blood give you some additional punishment.
[/sblock]


[sblock=Level 7]

Changes:
+6 HP
New Fighter encounter 7: Come and Get It

Magic Items (Expected GP = 9,600):
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L5 (1,000 gp): Amulet of Life +1
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 6,748 gp

Come and Get it allows you to grab a decent chunk of the battle field and center it on you. You can even keep them marked for another turn with Daring Shot.

Once an encounter, if you would be forced to break your grab by a push, pull or slide, you can instead fall prone. Not quite as good as a Dwarf, but it does the trick.
[/sblock]

[sblock=Level 8]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str. (20), +1 Dex. (18)
New Feat Level 8: Improved Defenses (HotFL)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 9,948 gp

Scaling feat bonus to all defenses from Improved Defenses? Sounds good. Str/Dex hit an even number, there’s some more. Add in a Steadfast Amulet, which will help us to avoid those nasty stun/daze problems. +4 Fort in once level!

Oh, and remember, Noble Adept + Steadfast Amulet = pretty good chance of preventing that critical daze/stun.
[/sblock]

[sblock=Level 9]

Changes:
+6 HP
New Fighter daily 9: Staggering Blow

Magic Items (Expected GP = 16,000):
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL:14,948 gp

Staggering Blow gives you a nice push/daze power, something this build could use.

Diamond Cincture gives you some more Fort, and a once a day heal (use carefully).
[/sblock]


[sblock=Level 10]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 10: Toughness
New Fighter utility 10: Body Shield (Fighter)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL:18,348 gp

Toughness is Toughness. Woo! Bland! Very effective though.

Mindiron Coif is going to help us avoid being dazed against our terrible Will, once an encounter. For your new utility, how about an out of turn, full action grab that reduces damage to you and damages the enemy you grab? Sound ok to you?

Seriously though, Body Shield rocks.
[/sblock]

[sblock=Level 11 Snapshot and discussion]

Thanatos, level 11
Revenant, Fighter, Dreadnought
Fighter: Combat Agility
Fighter Talents: Brawler Style
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 21, Con 14, Dex 19, Int 9, Wis 11, Cha 11.

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


AC: 26 = 10 + 5 (half level) + 8 (Drakescale) + 2 (enhancement) + 1 (Brawler bonus)
Fort: 29 = 10 + 5 (half level) + 5 (Str) + 2 (enhancement) + 2 (class) + 2 (Brawler bonus) + 1 (Diamond Cincture) + 2 (Improved Defenses)
Reflex: 23 = 10 + 5 (half level) + 4 (Dex) + 2 (enhancement) + 2 (Improved Defenses)
Will: 19 = 10 + 5 (half level) + 2 (enhancement) + 2 (Improved Defenses)

HP: 116 Surges: 11 Surge Value: 29

TRAINED SKILLS
Intimidate +12, Endurance +14, Athletics +15

UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +5, Heal +5, History +4, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +9, Streetwise +5, Thievery +9

FEATS
Level 1: Inescapable Hold
Level 2: World Serpent's Grasp
Level 4: Pin Down
Level 6: Master at Arms
Level 8: Improved Defenses
Level 10: Toughness
Level 11: Fierce Vitality

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Grappling Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Staggering Blow
Fighter utility 10: Body Shield (Fighter)

ITEMS
Spiked gauntlet, Grasping Trident +2, Iron Armbands of Power (heroic tier), Jester Shoes (heroic tier), Steadfast Amulet +2, Diamond Cincture (heroic tier), Coif of Mindiron (heroic tier), Drakescale Armor of Sacrifice +2, Backlash Tattoo (heroic tier), Strikebacks (heroic tier)


Changes:
+7 HP
Strength +1 (21), Constitution +1 (14), Dexterity +1 (19), Intelligence +1 (9), Wisdom +1 (11), Charisma +1 (11)
New Feat Level 11: Fierce Vitality
New Dreadnought Encounter Power 11: Inexorable Advance
New Paragon Path: Dreadnought

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Drakescale Armor of Sacrifice +2
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 32,308 gp

Discussion:
Dreadnought PP offers a rather solid array of features a level 11. You gain DR 10 on an AP, and a solid double attack encounter power. You also gain 10 HPs. What else, you ask?

Oh, right. The ability to end any save ends effect on your for 10 HP and a minor action. Amazingly powerful. So, why not make it even better? Armor of Sacrifice allows you to take a save ends effect off an adjacent ally for the cost of a minor action (also comes with a healing daily). So, not only are you able to end a great number of effects as a minor action, but you can also take effects off of allies and then end it on yourself. Disgusting.

You also gained Strikebacks and Backlash Tattoo this level, for some out of turn fun.

Fierce Vitality feat allows you to remain conscious until you fail two saving throws, instead of just attempting your first saving throw. In short, even if you drop to zero a second time an encounter, you are still active.

Huge explosion in power this level.
[/sblock]

[sblock=Level 12]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 12: Brawler Guard

Magic Items (Expected GP = 48,000):
L11 (9,000 gp): Grasping Trident +3
L10 (5,000 gp): Drakescale Armor of Sacrifice +2
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 41,308 gp

We finally(!) pick up Brawler Guard. Pick up a new Grasping Trident, but hang onto your old one. Never hurts to have a second grab ready to use (even with a -1 to hit/damage).

Your level 12 utility from Dreadnought isn’t that awesome, but its some free DR5.
[/sblock]

[sblock=Level 13]

Changes:
+6 HP
New Fighter encounter 13: Bash and Pummel (Replaces Hack and Hew)

Magic Items (Expected GP = 64,000):
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Drakescale Armor of Sacrifice +2
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 50,308 gp

Double attack daze? Yes please. Pick up some dice for some fun.
[/sblock]

[sblock=Level 14]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str. (22), +1 Dex. (20)
New Feat Level 14: Crushing Pin

Magic Items (Expected GP = 80,000):
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 74,308 gp

Very large bump to our defenses this level. New armor, even level and strength/dex hit an even number. Crushing Pin gives you Dex mod auto damage each time a creature fails to escape.
[/sblock]

[sblock=Level 15]

Changes:
+6 HP
New Fighter daily 15: Unyielding Avalanche (replaces Seize and Stab)

Magic Items (Expected GP = 112,000):
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
L2 (520 gp): Jester Shoes (heroic tier)
TOTAL: 74,308 gp

Rain of Steel with some fun features. No new items, saving for some big ticket items.
[/sblock]

[sblock=Level 16]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 16: Stonefoot Reprisal
New Fighter utility 16: Tangle Up

Magic Items (Expected GP = 160,000):
L18 (85,000 gp): Defiant Boots (paragon tier)
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Iron Armbands of Power (heroic tier)
L6 (1,800 gp): Grasping Trident +2
TOTAL: 159,204 gp

Some fun new toys this level. It really sucks when someone moves you and breaks your grab. How about a free OA when that happens, and if you hit, you cancel the movement? OA missed? How about some boots that reduce that forced movement by 2 squares, and have a daily free action that can cancel the movement?

Also, once an encounter, hit OR MISS, on an OA, you can knock the target prone and mark as a free action (save ends mark).

Oh, hey. When you crit, you gain DR10. Woo?
[/sblock]

[sblock=Level 17]

Changes:
+6 HP
New Fighter encounter 17: Battering Ram (replaces Rain of Blows)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): Defiant Boots (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L6 (1,800 gp): Grasping Trident +2
TOTAL: 203,904 gp

Trade Rain of Blows for Battering Ram. New Iron Armbands.
[/sblock]


[sblock=Level 18]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str. (23), +1 Dex. (21)
New Feat Level 18: Armor Specialization (Scale)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Defiant Boots (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L6 (1,800 gp): Grasping Trident +2
TOTAL: 288,224 gp

Upgrade your neck and pick up Scale Specialization.
[/sblock]

[sblock=Level 19]

Changes:
+6 HP
New Fighter daily 19: Persistence of Blades (replaces Rain of Steel)

Magic Items (Expected GP = 400,000):
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Defiant Boots (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L15 (25,000 gp): Wyvernscale Armor of Sacrifice +3
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L6 (1,800 gp): Grasping Trident +2
TOTAL: 378,224 gp

A very nasty stance, given the amount of multi-attacks you can make. You gain another Grasping Weapon, and a new ring that gives you ANOTHER -1 to forced movement (-3 currently).
[/sblock]


[sblock=Level 20]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 20: Mobile Challenge

Magic Items (Expected GP = 520,000):
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Defiant Boots (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L10 (5,000 gp): Diamond Cincture (heroic tier)
L8 (3,400 gp): Mindiron Coif (heroic tier)
L6 (1,800 gp): Grasping Trident +2
TOTAL: 498,224 gp

Upgrade your armor (woo Fort) and pick up Mobile Challenge. You get your PP daily, which is kind of lack luster.
[/sblock]

[sblock=Level 21 Snapshot and Discussion]

Thanatos, level 21
Revenant, Fighter, Dreadnought, Undying Warrior
Fighter: Combat Agility
Fighter Talents: Brawler Style
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept


FINAL ABILITY SCORES
Str 24, Con 15, Dex 22, Int 10, Wis 12, Cha 12.

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



AC: 36 = 10 + 10 (half level) + 9 (Stormscale) + 4 (enhancement) + 1 (Brawler bonus) + 1 (Shield) + 1 (Scale specialization)
Fort: 48 = 10 + 10 (half level) + 7 (Str) + 4 (enhancement) + 2 (class) + 2 (Brawler bonus) + 2 (Belt of Vim) + 3 (Improved Defenses) + 4 (Epic Fortitude) + 2 (Stormscale)
Reflex: 34 = 10 + 10 (half level) + 6 (Dex) + 4 (enhancement) + 3 (Improved Defenses) + 1 (Shield)
Will: 28 = 10 + 10 (half level) + 1 (Wis) + 4 (enhancement) + 3 (Improved Defenses)

HP: 184 Surges: 11 Surge Value: 46

TRAINED SKILLS
Intimidate +18, Endurance +19, Athletics +22

UNTRAINED SKILLS
Acrobatics +16, Arcana +10, Bluff +11, Diplomacy +15, Dungeoneering +11, Heal +11, History +10, Insight +11, Nature +11, Perception +11, Religion +10, Stealth +16, Streetwise +11, Thievery +16

FEATS
Level 1: Inescapable Hold
Level 2: World Serpent's Grasp
Level 4: Pin Down
Level 6: Master at Arms
Level 8: Improved Defenses
Level 10: Toughness
Level 11: Fierce Vitality
Level 12: Brawler Guard
Level 14: Crushing Pin
Level 16: Stonefoot Reprisal
Level 18: Armor Specialization (Scale)
Level 20: Mobile Challenge
Level 21: Epic Fortitude

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Grappling Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Staggering Blow
Fighter utility 10: Body Shield (Fighter)
Fighter encounter 13: Bash and Pummel (replaces Hack and Hew)
Fighter daily 15: Unyielding Avalanche (replaces Seize and Stab)
Fighter utility 16: Tangle Up
Fighter encounter 17: Battering Ram (replaces Rain of Blows)
Fighter daily 19: Persistence of Blades (replaces Rain of Steel)

ITEMS
Spiked gauntlet, Grasping Trident +2, Backlash Tattoo (heroic tier), Strikebacks (heroic tier), Grasping Trident +3, Dice of Auspicious Fortune (paragon tier), Defiant Boots (paragon tier), Iron Armbands of Power (paragon tier), Steadfast Amulet +4, Ring of Personal Gravity (paragon tier), Grasping Trident +4, Stormscale Armor of Sacrifice +4, Coif of Mindiron (paragon tier), Belt of Vim (paragon tier), Ring of Agile Thought (paragon tier)


Magic Items (Expected GP = 800,000):
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Defiant Boots (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 791,544 gp



It’s finally coming together. As a minor action, you can heal up to your bloodied value. Remember how you stay awake under 0 hps? So, for a single surge, you can heal from nearly negative bloodied to positive bloodied.

*That’s the equivalent of your entire health pool for one surge*

Minor action, surges permitting. Congrats. You no longer require a healer. You can remove effects from yourself, from allies, and also heal yourself. You possess considerable melee control with prones and grabs, and have focused your defenses on preventing creatures from breaking free/standing up, and preventing the conditions that make you automatically release.

This level, we upgraded our Coif (stun AND daze now), belt of vim (who needs item healing anymore?) and grabbed a ring that gives us another stun/daze jail card (also with a scaling Will bonus). We grabbed Epic Fort, which pretty much just put your Fort in the “completely untouchable” zone.
[/sblock]


[sblock=Level 22]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Feat Level 22: Ghostly Vitality
New Fighter utility 22: Martial Supremacy

Magic Items (Expected GP = 1,200,000):
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Defiant Boots (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 101,6544 gp

Finally, you have your full set of actions, meaning you are able to maintain grabs when below zero hit points (assuming you interpret the Revenant rules the same as I do), and you also gain Insubstantial below zero. You pick up a very, very nasty stance, considering how long you can go without spending a surge (full to zero, and then Insubstantial from zero to negative bloodied). Basically, every encounter, you get a lot of rerolls.

Upgrade Grasping another time.
[/sblock]

[sblock=Level 23]

Changes:
+6 HP
New Fighter encounter 23: Warrior’s Urging (replaces Come and Get It)

Magic Items (Expected GP = 1,600,000):
L25 (525,000 gp): Boots of Caiphon (epic tier)
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 1,524,544 gp

Upgrade Come and Get It to something slightly larger. We trade out the great Defiant Boots for an extreme mobility option, with +2 item bonus to reflex.
[/sblock]

[sblock=Level 24]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str, +1 Dex
New Feat Level 24: Crushing Grab

Magic Items (Expected GP = 2,100,000):
L25 (525,000 gp): Boots of Caiphon (epic tier)
L24 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 2,037,544 gp

Crushing Pin gives you another form of auto damage. Upgrade Steadfast. Pick up a Feyslaughter TALID (does not occupy hand slot when enchanted) to give you a tool against teleporting creatures.

What’s that? 1d4 surges per milestone? Why the heck not. Congrats. Basically, you will never run out of surges.
[/sblock]

[sblock=Level 25]

Changes:
+6 HP
New Fighter daily 25: Reaper's Stance (replaces Unyielding Avalanche)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L25 (525,000 gp): Boots of Caiphon (epic tier)
L24 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 2,637,544 gp

Reaper’s Stance is nasty on this character. Upgrade Armor of Sacrifice.
[/sblock]

[sblock=Level 26]

Changes:
+6 HP
+1 to attacks, defenses, and checks
New Level 26: Rapid Combat Challenge
Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Grasping Trident +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L25 (525,000 gp): Boots of Caiphon (epic tier)
L24 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Iron Armbands of Power (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 3,762,544 gp

Rapid Combat Challenge allows us to use a few more of our interrupts. Upgrade Grasping Trindent for the last time. You pick up a fun free action ability to roll an additional 2 d20s on an attack.
[/sblock]

[sblock=Level 27]

Changes:
+6 HP
New Fighter encounter 27: Cruel Reaper (replaces Bash and Pummel)

Magic Items (Expected GP = 6,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (epic tier)
L26 (1,125,000 gp): Grasping Trident +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L25 (525,000 gp): Boots of Caiphon (epic tier)
L24 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Trident +5
L20 (125,000 gp): Ring of Agile Thought (paragon tier)
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 4,878,544 gp

Upgrade Iron Armbands and take Cruel Reaper.
[/sblock]

[sblock=Level 28]

Changes:
+6 HP
+1 to attacks, defenses, and checks
+1 Str, +1 Dex
New Feat Level 28: Epic Reflexes

Magic Items (Expected GP = 8,000,000):
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L26 (1,125,000 gp): Iron Armbands of Power (epic tier)
L26 (1,125,000 gp): Grasping Trident +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L25 (525,000 gp): Boots of Caiphon (epic tier)
L24 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Trident +5
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 7,478,544 gp

+4 Reflexes, and Ring of Free Time. An extra minor action is extremely helpful, when you consider how much status shedding you could be doing.
[/sblock]

[sblock=Level 29]

Changes:
+6 HP
New Fighter daily 29: Force the Battle (replaces Staggering Blow)

Magic Items (Expected GP = 10,000,000):
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L28 (2,125,000 gp): Steadfast Amulet +6
L26 (1,125,000 gp): Iron Armbands of Power (epic tier)
L26 (1,125,000 gp): Grasping Trident +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L25 (525,000 gp): Boots of Caiphon (epic tier)
L21 (225,000 gp): Grasping Trident +5
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L18 (85,000 gp): Belt of Vim (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Grasping Trident +3
L11 (9,000 gp): Dice of Auspicious Fortune
L6 (1,800 gp): Grasping Weapon +2
TOTAL: 9,518,544 gp

Grab another nasty daily stance, and upgrade Steadfast Amulet for the last time.
[/sblock]

[sblock=Level 30 Snapshot and Discussion]

Thanatos, level 30
Revenant, Fighter, Dreadnought, Undying Warrior
Fighter: Combat Agility
Fighter Talents: Brawler Style
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 26, Con 15, Dex 24, Int 10, Wis 12, Cha 12.

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


AC: 46 = 10 + 15 (half level) + 12 (Titanscale) + 6 (enhancement) + 1 (Brawler bonus) + 1 (Shield) + 1 (Scale specialization)
Fort: 55 = 10 + 15 (half level) + 8 (Str) + 6 (enhancement) + 2 (class) + 2 (Brawler bonus) + 3 (Belt of Vim) + 3 (Improved Defenses) + 4 (Epic Fortitude) + 2 (Titanscale)
Reflex: 48 = 10 + 15 (half level) + 7 (Dex) + 6 (enhancement) + 3 (Improved Defenses) + 1 (Shield) + 2 (Boots of Caiphon) + 4 Epic Reflex
Will: 37 = 10 + 15 (half level) + 1 (Wis) + 6 (enhancement) + 3 (Improved Defenses) + 4 Epic Will

HP: 240 Surges: 11 Surge Value: 60

TRAINED SKILLS
Intimidate +23, Endurance +24, Athletics +28

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

FEATS
Level 1: Inescapable Hold
Level 2: World Serpent's Grasp
Level 4: Pin Down
Level 6: Master at Arms
Level 8: Improved Defenses
Level 10: Toughness
Level 11: Fierce Vitality
Level 12: Brawler Guard
Level 14: Crushing Pin
Level 16: Stonefoot Reprisal
Level 18: Armor Specialization (Scale)
Level 20: Mobile Challenge
Level 21: Epic Fortitude
Level 22: Ghostly Vitality
Level 24: Crushing Grab
Level 26: Rapid Combat Challenge
Level 28: Epic Reflexes
Level 30: Epic Will

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Grappling Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Staggering Blow
Fighter utility 10: Body Shield (Fighter)
Fighter encounter 13: Bash and Pummel (replaces Hack and Hew)
Fighter daily 15: Unyielding Avalanche (replaces Seize and Stab)
Fighter utility 16: Tangle Up
Fighter encounter 17: Battering Ram (replaces Rain of Blows)
Fighter daily 19: Persistence of Blades (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 Unyielding Avalanche)
Fighter encounter 27: Cruel Reaper (replaces Bash and Pummel)
Fighter daily 29: Force the Battle (replaces Staggering Blow)

ITEMS
Spiked gauntlet, Backlash Tattoo (heroic tier), Strikebacks (heroic tier), Dice of Auspicious Fortune (paragon tier), Ring of Personal Gravity (paragon tier), Grasping Trident +4, Coif of Mindiron (paragon tier), Grasping Trident +5, Boots of Caiphon (epic tier), Feyslaughter Talid +4, Grasping Trident +6, Iron Armbands of Power (epic tier), Ring of Free Time (epic tier), Steadfast Amulet +6, Titanscale Armor of Sacrifice +6, Belt of Vim (epic tier)


Magic Items (Expected GP = 14,625,000):
L29 (3,125,000 gp): Titanscale Armor of Sacrifice +6
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L28 (2,125,000 gp): Steadfast Amulet +6
L28 (2,125,000 gp): Belt of Vim (Epic tier)
L26 (1,125,000 gp): Iron Armbands of Power (epic tier)
L26 (1,125,000 gp): Grasping Trident +6
L25 (525,000 gp): Boots of Caiphon (epic tier)
L21 (225,000 gp): Grasping Trident +5
L19 (105,000 gp): Feyslaughter Talid +4
L18 (85,000 gp): Coif of Mindiron (paragon tier)
L16 (45,800 gp): Ring of Personal Gravity (paragon tier)
L16 (45,800 gp): Grasping Trident +4
L11 (9,000 gp): Dice of Auspicious Fortune
TOTAL: 14,624,384 gp


Upgrade Belt of Vim, Armor of Sacrifice. Take Epic Will for your last feat. Sadly, not enough money left to upgrade Coif of Mindiron to include dominates.

Oh, and, now you literally *cannot die*, if something manages to run you out of surges against all odds, or somehow manages to burst down to negative bloodied. Good luck with that!

Now that you are at the top, go pick a fight with a god or something. You are a God of Death yourself.
[/sblock]

[sblock=How it works together]

1.0 STUPID HIGH CONTROL
1.1 Inescapable Hold (creatures must test against your fort) + sky high Fortitude is the standard Brawler recipe for success.
1.2 World Serpent’s Grasp + Pin Down means anytime you hit a creature grabbed by you, you knock it prone, and it stays prone.
1.3 Grasping Weapons allow you to create full fledged grabs on normal attacks, meaning you never have to give up your standard action to grab a creature. You can use your older Grasping Weapons for extra grabs in an encounter.
1.4 Body Shield gives you an out of turn grab.

2.0 COMPENSATING FOR BRAWLER WEAKNESSES
2.1 Jester’s Shoes, Defiant Boots, Ring of Personal Gravity all reduce forced movement.
2.2 Stonefoot Reprisal allows you to cancel forced movement with an OA.
2.3 Steadfast Amulet, Coif of Mindiron and Ring of Agile Thought all allow you to prevent dazes and stuns.
2.4 Feyslaughter Talid for anything that teleports.

3.0 WHY WON’T YOU DIE?!
3.1 Revenant Unnatural Vitality allows you stay up until you attempt your first death saving throw (only get a standard).
3.2 Fierce Vitality allows you to stay up until you have FAILED two death saving throws.
3.3 Ghostly Vitality gives you back your move and minor when below zero, and you gain insubstantial.
3.4 DR10 on AP and critical strike. DR5 passively in epic.
3.5 Minor action and 10 HP to remove a status effect.
3.6 Minor action to move a status effect on an adjacent ally onto yourself.
3.7 Minor action to heal to bloodied for the cost of one surge, regardless of total HP gained.
3.8 Regain 1d4 surges per milestone, effectively creating unlimited surges, considering how effective your surges are.
[/sblock]
 
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MiketheMountain

First Post
Ground and Pound: Thri-Kreen, Fighter|Rogue, Shock Trooper

by Mand12
Original post on 2012 May 30: http://community.wizards.com/content/forum-topic/3428881
StarshipTroopers_02.jpg
Ok, it seems I'm interested in resurrecting my higher-damage brawler concept, and I've got a couple of ideas for critique.

The Basics:

The ultimate goal is to capitalize on the fact that very little of the Brawler's defenderness relies on the mark and its associated punishment. The vast majority of it comes in the form of brutal melee control. You can't attack my friends because you're stuck under my boot and can't fight anyone effectively, not even me. Which means that going hybrid fighter loses very little of that control if I attack with a striker half with the goal of doing higher damage, if I've already got the grab going. Note that I'm not expecting this to hit the higher end of the striker benchmarks on a round-over-round average - the goal is to improve on the damage output over the standard Brawler, which to be honest is pretty awful. So, on to the structure.

Hybrid fighter|striker, Hybrid Talent for Brawler style, Monk MC for MUS. The goal of this is to still do the brawler thing, and picking up MUS allows for a +3 unarmed weapon that I can use if either of my hands are free. Which means I can grab one thing and still be able to hit something else with Grappling Strike. Prior experience with brawlers has made me fairly hesitant to give up that flexibility, especially as Grappling Strike provides a significant benefit in that it's basically built-in Combat Superiority that I lost by going Hybrid Fighter.

So, the question then becomes what to hybrid the fighter with. The three choices I see as viable are rogue, executioner, and blackguard. Monk just doesn't work - the MC is vastly better than the hybrid - and vampires, well, they're just kindof bad, and I can't afford high Cha so all their class features suck.

Executioner seems to offer the least. Sure, it's got its striker bonus for my MBAs, but I don't use MBAs enough for that to help. Either I make an executioner-boosted attack on my turn, and don't mark, or I make a fighter attack and don't get the striker bonus and hope they violate the mark so I get the striker bonus then. Bottom line is it's one/round, at most, and there's nothing really interesting about MBA. Overall it may be effective, but it'd be pretty dull.

Blackguard has some interesting features. First off, hybrid blackguard lets me get access to the entire Paladin at-will list, without needing to be human, so that has a lot of potential. Going Cha-only isn't feasible, but the Str/Cha races are fun and an 18/18 makes for a quite respectable striker damage bonus. Additionally, AC isn't a problem, as I'd have normal Fighter armor proficiencies without needing Hybrid Talent. For power selection, there are a few compelling options. One is Ardent Strike, which gets me back much of my defenderness while still doing high damage. Power of Strife is a rather potent boost here in that regard. There's also the possiblity of getting Valiant Strike as a high-accuracy MBA that carries the full striker bonus. The paladin dailies and utilities are also compelling, as many of them offer increased damage and useful effects. Overall this is a quite solid approach, I think.

Rogue, though, is where I think the real money likely is. With an additional feat paid to the taxman, I can SA through MUS and use MUS with any rogue power that requires a light blade. Which means I can use Riposte Strike. Oh, now we're talking. Standard tactics would be to pick a hopefully-isolated target (preferably artillery or controller), grab it, pin it, and then start beating it in the face. Its choices are pretty grim. It can attack me, at which case I get a second attack per round with full modifiers and Sneak Attack. If I play my cards right, it won't be in range to attack anyone else in melee, which means I'll get an OA if it tries to attack anyone else. I don't get SA on it, sadly, but it's still another punch to the face. It can try to break free and run away, but in order to do that it has to escape first (not likely) and then try to get away while prone, which will provoke an OA which means Grappling Strike will prevent it from doing so, and it loses its turn. Given the amount of feat taxes this requires (three for just the basic package, then the things everyone has to get) and then the feats that brawler needs, this puts this solidly in the Paragon-level feat count, but that's okay to me. On top of all this, its secondary stat is Dex, which is the favored stat for the brawler-related riders, like Crushing Pin. Rogue definitely seems to have a ton of potential, and could be lots of fun.

As far as paragon path, there seem to be some options. For the rogue, I'm actually liking the idea of Shock Trooper. It alone boosts MUS up to d10, or d12 if I buy into Improved MUS. I like the idea of using a d12 damage die for rogue powers, personally. The rest of the path is solid as well, with some good powers and the feature has the right stat component. Beyond that, the rest of the Fighter and Rogue standbys are solid. Kensei, etc. Plenty to choose from.

Thoughts?

[sblock=Current build]

====== Created Using Wizards of the Coast D&D Character Builder ======
Ip-chk, level 14
Thri-Kreen, Fighter/Rogue, Shock Trooper
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Brawler Style (Hybrid)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 22, CON 13, DEX 22, INT 11, WIS 13, CHA 9

STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 10, WIS 12, CHA 8


AC: 29 Fort: 31 Ref: 29 Will: 23
HP: 100 Surges: 8 Surge Value: 25

TRAINED SKILLS
Acrobatics +18, Athletics +20, Intimidate +13, Perception +13, Stealth +18, Thievery +18

UNTRAINED SKILLS
Arcana +7, Bluff +6, Diplomacy +6, Dungeoneering +8, Endurance +8, Heal +8, History +7, Insight +8, Nature +10, Religion +7, Streetwise +8

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Thri-Kreen Racial Power: Thri-kreen Claws
Fighter Attack: Combat Challenge
Fighter Attack 1: Grappling Strike
Rogue Attack 1: Riposte Strike
Fighter Attack 1: Seize and Stab
Fighter Utility 2: Forceful Drag
Rogue Attack 3: Low Slash
Fighter Attack 3: Slamming Rush
Fighter Attack 5: Crushing Foot
Rogue Utility 6: Blind Spot Advantage
Rogue Attack 9: Knockout
Fighter Utility 10: Body Shield (Fighter)
Shock Trooper Attack 11: Shocking Twister
Shock Trooper Utility 12: Assault Footwork
Rogue Attack 13: Stunning Strike

FEATS
Level 1: Hybrid Talent
Level 2: Master of the Fist
Level 4: Piercing Palm
Level 6: Pin Down
Level 8: Improved Monk Unarmed Strike
Level 10: Improved Defenses
Level 11: Ki Focus Expertise
Level 12: World Serpent's Grasp
Level 14: Vigilante Justice Style

ITEMS
Monk unarmed strike x1
Magic Ki Focus +3 x1
Leather Armor of Sudden Recovery +3 x1
Goliath's Belt x1
Iron Armbands of Power (heroic tier) x1
Boots of the Fencing Master x1
Spiked gauntlet x1
Ebon Gauntlets x1
Lucky Charm +3 x1
====== End ======
[/sblock]

It should be noted that this is a campaign character, so the items likely aren't "standard wealth." We also have custom weapons provided by the DM, which isn't included in the summary. Mine has an Ebon Gauntlet-like effect on it. It's a pretty minor thing, doesn't affect the build all that much. Sub in some other interesting ki focus.

Just hit 14, which means I could pick up the Vigilante Justice Style feat. Feats are at a special premium in this build, and you'll note that I don't even have typical standbys like Inescapable Hold and Brawler Guard yet. Inescapable Hold isn't all that important given how close my Fort and Ref are, and Brawler Guard was my other top pick for the 14 feat. Fluid Motion was a third consideration.

Unfortunately, I haven't actually had a chance to put Vigilante Justice in action, due to having just hit it. But I picked it largely because there were a lot of times where I'd grab something that our fighter was also focusing on, and Vigilante Justice would make that situation very painful for the poor bastard stuck between us. VJ-Riposte also helps compensate in that I don't have a particularly reliable mark. I go markless any turn I make a Rogue attack, and having VJ makes that cost considerably smaller.



Discussion from the original thread:

Mand12: I may tweak a few of the feat choices, but it's enough to get the general idea. Improved Grab is actually a fair amount of overkill. Current grab modifier is +23, which seems a bit excessive given that even high-Reflex targets at level 12 don't seem to have anything above 26. I'm tempted to swap it out for something else.

Notable omissions from the feat list inclue Inescapable Hold, which isn't that big a deal considering the very small gap between my Fort and Ref. In a traditional brawler that gap is much larger, and the feat becomes more important. But if I were to get Brawler Guard instead, then that'd bring the gap to only 1, and I get actually better defenses out of it.

I'm very tempted to replace Imp Grab with World Serpent's Grasp. I ended up not having too many ways of knocking someone prone, and that would help considerably. I have enough non-standard-grabs that the fights tend to end before I need the straight-up grab.

A better choice would be to swap out Imp MUS for something grabby-related, but that was mostly just so I could pick up those lovely d12s. From a pure optimization perspective, that's somewhat of a weak feat at this point. The damage is nice, but it's nothing special.

On the actual playing side, not much to report yet. The first session was somewhat short, and the fights weren't really representative of the sorts of things I'm expecting to face. A particularly annoying solo with an opportunity action push on being hit in melee made things...problematic. But I got my revenge by hitting him with Knockout. Too bad I rolled a 1 on the AP burning the 3[W] daily...

The L5 daily is a pretty weak power, but from what I remember while building it there weren't that many stellar rogue options for that level. It did occur to me that now that I have Knockout, I should be able to have swapped out the rogue power for a better fighter daily. I have a thing for Crushing Foot, personally, since that has the benefit of stopping teleports without needing to get a Feyslaughter weapon (which defeats the purpose of going MUS).

---

Antillious: Quick usability question: When you've got two targets grabbed, what is the best course of action?

I'm guessing that having one in a sustainable grab and then every round releasing and re-attacking with grappling strike is about the only thing to do that still hurts at least one of the targets (and keeps up a mark) I guess if you've got the Thri-kreen thrower feat, you could RBA one of the targets (but lose both mark and SA).

Anyway, just musing on what could be done with the build if the intent was to try to grab two targets often. I suppose at that point a constrictor build is your best bet (crushing grasp, ebon gloves, total defense).


Mand12: With two targets grabbed, you no longer have wielded weapons. Neither spiked gauntlets nor MUS work. For the former, both hands are occupied, so you can't attack with them, and for the latter despite the fact that you're not necessarily attacking with your hands when you use MUS, MUS requires you to have a hand free in order to use it. Since you can't attack, you might as well Total Defense, yeah.

It's unclear, at this point, whether there's anything in the Thri-kreen feats that lets the mid-hands be considered "free hand" to allow the use of MUS.

The biggest benefit to the two-free-hand thing is to be able to continue to stop movement via an OA, which you lose by going hybrid fighter. Even if you release later, being able to Grappling Strike someone who provokes can be very helpful.

Furthermore, there definitely can be situational benefits associated with simply maintaining two grabs. Like if your Wizard puts down something nasty on them, say Wall of Fire.


onecrazymojo: The thri-keen middle hands and free hands in general are a little vague (and largely inferred). I see a valid argument in stating that since the thri-keen is described as having those hands, and so long as they are not holding/wielding anything, then they count as free hands. Which means a thri-keen essentially always has mus available as an attack since mus never actually 'fills' that hand slot. If you felt the free hands bit required the hand to be a viable weapon wielding slot, then the little hands feats should work (it can now wield a subset of weapons, if not wielding one currently, the hand is free > mus available).


Antillious: There are a handful of benefits you can get from just that one Thri-Kreen thrower feat. The two big ones that I can see are:
wielding a rhythm blade for the bonus to AC
wielding another dagger with another helpful property (bonus to init, etc)
you can also now grab Snap Shot for two turns of Standard + Minor attacks.

Not bad for just one feat.
 
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MiketheMountain

First Post
Slap Chop!: Longtooth Shifter, Barbarian|Fighter, Moonstalker, Destined Scion

by Endarrion
Original post on 2012 August 08: http://community.wizards.com/content/forum-topic/3493631


Slap Chop Nuts 612x406.JPG

You're gonna love my NADs!


Well, Fort at least.

Inspired by LDB's Beowulf build and Armisael's Stand and Bang build, I present my own novice attempt at a build that combines the two.

[sblock=Presenting Slap Chop!]

====== Created Using Wizards of the Coast D&D Character Builder ======
Slap Chop, level 30
Longtooth Shifter, Barbarian/Fighter, Moonstalker, Destined Scion
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Brawler Style (Hybrid)
Circle the Prey Option: Circle the Prey Strength
Epic Heroism Option: Strength
Epic Heroism Option: Dexterity
Auspicious Birth (Auspicious Birth Benefit)
Theme: Sohei

FINAL ABILITY SCORES
STR 28, CON 14, DEX 22, INT 10, WIS 20, CHA 12

STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 8, WIS 13, CHA 10


AC: 45 Fort: 56 Ref: 45 Will: 45
HP: 217 Surges: 10 Surge Value: 54

TRAINED SKILLS
Athletics +30, Endurance +23, Intimidate +23

UNTRAINED SKILLS
Acrobatics +20, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +20, Heal +20, History +15, Insight +22, Nature +20, Perception +22, Religion +15, Stealth +20, Streetwise +16, Thievery +20

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sohei Attack: Sohei Flurry
Longtooth Shifter Racial Power: Longtooth Shifting
Fighter Attack: Combat Challenge
Fighter Attack 1: Grappling Strike
Barbarian Attack 1: Howling Strike
Fighter Utility 2: Forceful Drag
Barbarian Utility 6: Run Rampant
Fighter Utility 10: Clearheaded
Fighter Utility 10: Grappler's Stance
Moonstalker Attack 11: Call to the Moon
Moonstalker Utility 12: Unleash the Silent Predator
Barbarian Attack 13: Storm of Blades
Fighter Attack 15: Relentless Headlock
Fighter Attack 19: Smash and Grab
Moonstalker Attack 20: Circle the Prey
Fighter Utility 22: Slayer's Defiance
Fighter Attack 23: Trollclaw Grip
Destined Scion Utility 26: Epic Recovery
Barbarian Attack 27: Hurricane of Blades
Barbarian Attack 29: World Serpent Rage
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Hybrid Talent
Level 2: Inescapable Hold
Level 4: World Serpent's Grasp
Level 6: Pin Down
Level 8: Headsman's Chop
Level 10: Improved Grab
Level 11: Master at Arms
Level 12: Improved Defenses
Level 14: Brawler Guard
Level 16: Marked Scourge
Level 18: Crushing Pin
Level 20: Weapon Focus (Heavy Blade)
Level 21: Epic Fortitude
Level 22: Crushing Grab
Level 24: Slashing Storm
Level 26: Heavy Blade Mastery
Level 28: Epic Will
Level 30: Epic Reflexes

ITEMS
Feyslaughter Longsword +6 x1
Trollskin Nightmare Hide Armor +6 x1
Steadfast Amulet +6 x1
Iron Armbands of Power (epic tier) x1
Defiant Boots x1
Diamond Cincture (epic tier) x1
Gauntlets of Brutality x1
Elven Chain Shirt (paragon tier)
Eye of Awareness x1
Ring of Personal Gravity x1
Ring of Fury x1
Backlash Tattoo x1
====== End ======
[/sblock]

So, the idea is pretty simple. Grab the target, prone it, and hack it to pieces.

Against prone enemies, Slap Chop can get:
9 Str Mod
2d6 per hit (Go For the Throat)
5 Wis mod (Pack Tactics)
6 Dex mod (Slayer's Defiance stance)
5 extra dmg (Headsman's Chop)
5 extra dmg (Gauntlets of Brutality)
6 extra dmg (Iron Armbands)
6 extra dmg (+6 weapon)
3 extra dmg (Weapon Focus)
5 Wis mod once/round (Slashing Storm)
5 Wis mod once/round (Marked Scourge)
14 extra dmg sustained grab (Crushing Grab)
= 52 average static damage per hit, and an extra 24 once per round.

Also, the enemy takes Dex mod damage any time they try to escape (Crushing Pin) and once per day, the enemy is restrained for the duration of the grab (Grappler's Stance). He also gets 3 basic attacks in reaction to being bloodied (Ring of Fury and Backlash Tatoo).

With the multiattacks from the Barbarian class, this really starts to add up. And, with his sky-high Fortitude, no one is getting out of his grasp unless he lets them.

The biggest hurdle is 1st level where Slap Chop is basically half a Barbarian for a level. Howling Strike only requires a weapon be wielded in two hands (not a two-handed weapon) so Slap Chop can use his longsword in two hands (and even gain an extra 1 dmg!!) and use that power, so he's not completely useless. Plus powers can be taken and retrained at new levels in order to make that 1st level more bearable. Starting at 2nd level though, you've got all escape attempts going through Fort, so you're officially a good single-target lockdown defender and single-target striker! By 6 you're completely ready to go with the grab tactic.

Throughout heroic though, you will struggle with your AC compared to average defenders. This can be compensated for with MC Cleric for Battle Cleric's lore, of course, but beyond that, I'm not sure how to get heavy armor and keep the other stats up. If you switch race you can go with Tactical Warpriest as the PP and still be pretty formidable though.

So yeah, I'm a CO novice, so I'm sure there's improvements that can be made. For instance, a way to get heavy armor or the Con for Second Skin while keeping damage up would be useful, as well as just making the build less MAD in general. Also, more forced movement denial would be good as well.

Thoughts?



From the thread:
Zathris: Biggest hurdle for this character is that you don't deal it's good damage until the 2nd round per target, which is worthless from a striker perspective.


Endarrion: Worthless? Even the old Time Bomb build had a round of set up. It was for a much bigger payoff, granted, but it's not the end of the world. Also, this is a hybrid defender/striker, so I don't think it's that big of a deal to spend a round "defending" to set up the striker nova. And he can still grab two enemies and squeeze them into a slow death after the nova, so he is a legitimate defender, if not a great one.
 
Last edited:

MiketheMountain

First Post
Slap Chop! continued

Variant: Polar Bear: Goliath, Barbarian|Fighter, Winter Fury, Destined Scion

polar_bear_cub_warrior_by_jasonscath-d5tqfmn.jpg

Ok. So I changed my stat progression to max STR and WIS, changed race to Goliath (though Longtooth Shifter would still work just fine), took Werebear as my theme, and Winter Fury as my PP.

With all the changes, damage should be pretty high.

[sblock=Polar Bear]

====== Created Using Wizards of the Coast D&D Character Builder ======
Polar Bear, level 30
Goliath, Barbarian/Fighter, Winter Fury, Destined Scion
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Brawler Style (Hybrid)
Epic Heroism Option: Strength
Epic Heroism Option: Wisdom
Auspicious Birth (Auspicious Birth Benefit)
Theme: Werebear

FINAL ABILITY SCORES
STR 28, CON 14, DEX 18, INT 10, WIS 24, CHA 12

STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 8, WIS 13, CHA 10


AC: 42 Fort: 56 Ref: 42 Will: 48
HP: 217 Surges: 10 Surge Value: 54

TRAINED SKILLS
Athletics +30, Endurance +21, Heal +27, Intimidate +23

UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +22, History +15, Insight +22, Nature +24, Perception +22, Religion +15, Stealth +18, Streetwise +16, Thievery +18

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Werebear Utility: Bear Shape
Goliath Racial Power: Stone's Endurance
Fighter Attack: Combat Challenge
Barbarian Attack 1: Howling Strike
Fighter Attack 1: Grappling Strike
Fighter Utility 2: Battle Fury Stance
Barbarian Utility 6: Run Rampant
Fighter Utility 10: Clearheaded
Fighter Utility 10: Grappler's Stance
Winter Fury Attack 11: Clutch of Winter
Winter Fury Utility 12: Armor of Glaciers
Barbarian Attack 13: Storm of Blades
Fighter Attack 15: Relentless Headlock
Fighter Utility 16: Painful Drag
Fighter Attack 19: Smash and Grab
Winter Fury Attack 20: World's End Rage
Fighter Attack 23: Trollclaw Grip
Destined Scion Utility 26: Epic Recovery
Barbarian Attack 27: Hurricane of Blades
Barbarian Attack 29: World Serpent Rage
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Hybrid Talent
Level 2: Inescapable Hold
Level 4: World Serpent's Grasp
Level 6: Pin Down
Level 8: Headsman's Chop
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Master at Arms
Level 14: Improved Grab
Level 16: Divine Healer
Level 18: Improved Defenses
Level 20: Marked Scourge
Level 21: Epic Fortitude
Level 22: Crushing Grab
Level 24: Slashing Storm
Level 26: Silvery Glow
Level 28: Epic Reflexes
Level 30: Epic Will

ITEMS
Feyslaughter Longsword +6 x1
Spiked gauntlet x1
Trollskin Nightmare Hide Armor +6 x1
Iron Armbands of Power (epic tier) x1
Defiant Boots x1
Claw Gloves x1
Eye of Awareness x1
Steadfast Amulet +6 x1
Ring of Fury x1
Ring of Personal Gravity x1
Elven Chain Shirt (paragon tier)
Backlash Tattoo x1
Diamond Cincture (epic tier) x1
====== End ======
[/sblock]
 
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