I've heard this meme a few times over in that May-nerf thread. Is the main reason you guys bandy around the "striker" label because he gets a damage boost in the round that he spends an AP? He gets a gratas+1 AC all the time, so yeah, the PF"s a tank on top of whatever else you wanna call him..
...He gets his wis mod added to all damage he does. It is the cornerstone of the highest single-class nova build in the game. Two out of three of the path features focus on damage. All the powers focus on damage with minor status effects. So out of the six things you get from Pit Fighter, fiveare damage oriented, and the daily forces things to move away from the fighter if used to maximum effect. Not a usual defender desire. Pit Fighter is basically the most common reason Striker classes MC into Fighter, even ones that have no str investment will do it just for the level 16 feature and the AP benefit. Just like classes with no Dex MC into Rogue for Daggermaster just for the crit range. Because that one feature makes it one of the best striker options.
Gotta be honest, I don't know what you're going on about. Why are you inundating me with epic-level that's not relevant to the 11th-level character we're discussing?
Level 12. 115 HP, 14 surges, 3 times/day he can go into a Form. In two of those Forms he gets +2 to AC, in one his melee reach increases by 1 and he can auto-redirect an attack in his melee reach to himself. SW is +2+1+5+1 to all defenses as a minor action once an encounter. He can use it one encounter twice once a day. He can use it as a standard action to give every ally in close burst 5 15 THP once a day in addition to healing himself and the bonus to defenses. Most of his attacks do str+con, some do str+str+con, and if he is in a form all of them do at least str+con. I only gave him +2 magic items, which for level 12 isn't terribly realistic, so his AC could easily be 30.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 12
Dwarf, Warden, Horned Champion
Build: Wild Warden
Guardian Might: Earthstrength
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Hammer)
FINAL ABILITY SCORES
Str 19, Con 21, Dex 13, Int 9, Wis 15, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
AC: 28 Fort: 24 Reflex: 21 Will: 21
HP: 115 Surges: 14 Surge Value: 28
TRAINED SKILLS
Nature +13, Endurance +15, Perception +13, Athletics +12
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +8, History +5, Insight +8, Intimidate +6, Religion +5, Stealth +4, Streetwise +6, Thievery +4
FEATS
Level 1: Dwarven Weapon Training
Level 2: Versatile Expertise
Level 4: Mark of Warding
Level 6: Crippling Crush
Level 8: Toughness (retrained to Hide Armor Expertise at Level 11)
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses
Level 12: Hammer Rhythm
POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Tremor Slam
Warden daily 1: Form of Winter's Herald
Warden utility 2: Inspiring Fortitude
Warden encounter 3: Rough Strike
Warden daily 5: Form of Mountain's Thunder
Warden utility 6: Treacherous Ice
Warden encounter 7: Mountain's Stature
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation
ITEMS
Maw of the Guardian Craghammer +2, Cloak of the Walking Wounded +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======