It's in the PHB, page 81.
That's where Anvil of Doom is. My question was how did he trade a level 16 utility power for a level 13 encounter power?
Yeah, that was the conclusion that I reached, also. (What was I thinking? Who knows?) Looks like it's back to the drawing board for me!Atanatotatos said:I'm pretty sure there's no way to do it.
Sharm
Minotaur Battlerager Fighter - Dreadnought Paragon Path, Unaligned
L 20
Ht: 7’2”
Action Points = 1
Total HP: 145
TEMPORARY HP:
Current damage:
Bloodied: 72
Healing Surges: 14 (9+con mod)
Surge Value: 36
S 20 +5
D 14 +2
C 21 +5
I 14 +2
W 11 +0
C 16 +3
Initiative: +16 = +10 (half-level) +2(dex) +4(Imp. Init.)
POWERS
At-Will
*Cleave, L1
*Crushing Surge, L1
Encounter
*Crushing Blow, L3
*Inexorable Advance, L11 (paragon)
*Anvil of Doom, PH81, L13
*Boggling Smash, L17
Daily
*Victorious Surge, L9
*Carve Initials, L15
*Relentless Assailant, L19
*Line-Breaker Assault, L20 (paragon)
Utility
*Unstoppable - Daily, L2
*Battle Awareness - No Action, L6
*Defensive Resurgence - Daily, L10
*Blood Iron - Daily, L12 (paragon)
*Bolstering Stride, L16 (MPp16) - Encounter (move ur spd,end adjacent ally. +2d8+con/mod temp. hp)
Paragon Features
*Dreadnought, L11
*Critical Hardening, L16
FEATS
1 Combat Reflexes (+1 to Attacks of Opportunity)
2 Fast Runner (+2 to speed when he charges or runs)
3 Improved Initiative (+4 to initiative checks)
4 Armor Proficiency (Plate)
5 Long Jumper
6 Power Attack (+6 damage for paragon tier, -2 attack)
7 Powerful Charge (+2 damage, +2 Bull Rush on charge)
8 Quick Draw (Draw weapon with a Quick Action, +2 initiative)
9 Skill Focus (Intimidate)
10 Defensive Resilience (+1 to all defenses with second wind when bloodied)
11 Thunder Hammer (enemy is -2 on saves vs. conditions delivered with hammer/mace)
12 Hammer Rhythm (paragon) (does damage even on a miss with hammer equal to con bonus, 5)
SKILLS
Athletics +18 = +10 one-half level +5 (ability-str) +5 (trained) -2 armor penalty
Endurance +18 =+10 one-half level +5 (ability-con) +5 (trained) -2 armor penalty
Intimidate +21 = +10 one-half level +3 (ability-cha) +5 (trained) +3 (feat bonus)
Nature +12 = +10 one-half level +2 racial
Perception +12 = +10 one-half level +2 racial
MELEE ATTACK
Magic +4 Maul (size large = 2d8 damage)
+21 Attack = +10(half level)+5(ability, con)+2(proficiency)+4(magic)
DEFENSES
AC = 30 (10+10-half level+10-armor)
Fort = 32 (10+2+10-half level+5-ability+5-amulet-see below)
Ref = 26 (10+10-half level+1-ability+5-amulet)
Will= 27 (10+10-half level+2-ability+5-amulet)
ATTACKS
Maul (Large): +21 = +10(half level)+5(ability)+2(proficiency)+4(magic)
Damage = 2d8+5(ability)+4(magic)
Goring Charge: +17 = +10(half level)+5(ability)+2(proficiency)
Damage = 2d6+5(ability)
ITEMS
+4 Dwarven Chainmail
- +4 to Endurance Checks
- Heal as a daily free action – regain hp as if you spent a healing surge
+4 Flaming Maul (Large, dam =2d8)
- Crit=+4d6
- Dam dealt is fire damage
- Daily power, free action – on hit, deal extra 2d6 dam. + ongoing 10 fire dam (save ends)
Amulet of Protection, +5, +5 to Fort, Ref, and Will Defenses
Ok, thanks, Victim! I fixed the feat (skill focus-athletics) and I raised his will and reflex defenses. I still don't think that the m/w bonus stacks with the enchantment of his armor, though. Anything else?
I also changed quick draw to skill focus-endurance. Thanks, Hammerhead.
A magic armor's enhancement bonus is still added to the to the armor bonus to determine a characters overall armor bonus. For example, +4 stormscale armor provides a +13 bonus to the wearer's AC, +9 for the armor bonus and +4 for the enhancement bonus.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.