Here's what I have so far:
[sblock]Whirlwind
Human Fighter/Swordmaster
Unaligned
STR 24 (12)
CON 14 (3)
DEX 18 (3)
INT 10 (1)
WIS 14 (3)
CHA 11 (0)
SPD 8
INI +13
AC 36 (19+2s+1f+14armor)
F: 33 (19+1r+2c+7a +4e+2i)
R: 30 (19+1r+2s+4a+4e)
W: 27 (19+1r+2a+4e+1i)
HP 141. B: 70. Surge 35. Surges: 13
Exotic Weapon: Bastard Sword. Weapon Focus: Bastard Sword, Action Surge, Toughness, Human Perseverance, Durable, Bloodthirst, Fleet of Foot, Armor Spec- Scale, Heavy Blade Opportunity, Devastating Crit, Back to the Wall
Combat Challenge: mark on attacks. II: make a melee basic attack if an adjacent marked target shifts or makes an attack not including me
Combat Superiority: +2 att on OAs, OAs stop movement
One handed weapon talent: +1 attack with 1 handed weapons
Steel Defense: AP for extra action: +4 AC and Reflex until Start next turn
Steel Grace: use Fighter at will on a charge
Steel Blitz: regain a fighter encounter power on a crit
Skills :
- Acrobatics: +13
- Arcana: +9
- Athletics: Y +21
- Bluff: +9
- Diplomacy: +9
- Dungeoneering: +11
- Endurance: Y +16
- Heal: Y +16
- History: +9
- Insight: +11
- Intimidate: +9
- Nature: +11
- Perception: +11
- Religion: +9
- Stealth: +13
- Streetwise: +9
- Thievery: +13
Bastard Sword: CRIT 19-20, 10 ongoing
+3 with OAs
+2 damage against bloodied targets
Basic Melee: bastard sword: +24 v AC, 1d10+15
Basic Ranged: javelin +21: 1d6+9; longbow +15: 1d10+4
At wills:
Cleave: +24 v AC: H: 1d10+15 damage, and 7 damage to other target
Tide of Iron: +24 v AC: H: 1d10+15 damage, Push 1 and can Shift into that space
Reaping Strike: +24 v AC: H: 1d10+15 damage. M: 3 damage
Encounters:
Vorpal Tornado: Cbu1: +24 v AC: H: 1d10+13 damage, Push 1, knock Prone
Storm of Blows: +24 v AC: H: 1d10+19 damage. E: After the attack, shift 1 and repeat against another target. Then shift 1 and repeat against 3rd target. Then shift 1.
Come and Get It: CBu3. E: Pull each target 2 to make them end adjacent to me then CBu1: +24 v AC: 1d10+13
Precision Cut: +24 v R: H: 3d10+13. Can be used as OA
D:
Thicket of Blades: Reliable: CBu1: +24 v AC: H: 3d10+13 and slow (save ends)
Rain of Steel: Minor, Stance: Each enemy starting next to you takes 1d10+6 if you can take OAs
Dragon’s Fangs: two attacks versus up to 2 creatures: +24 v AC: H: 3d10+15 each. M: ½ damage
U:
Boundless Endurance: Minor, Stance. Regen 4 when bloodied
Unbreakable: IR: Reduce damage of hit by 7
Into the Fray: Minor. Move 3 as you end next to enemy
Iron Warrior: Minor: spend surge, gain bonus of +2d6+2 and attempt save against 1 effect.
Fantastic Flourish: minor, R5, must hit enemy. Target is marked UENT
Stuff:
Circlet of Indomitability Level 8 Lvl 8 3,400 gp Item Slot: Head Property: Gain a +1 bonus to Will defense.
Cloak of the Walking Wounded Lvl 19 +4 105,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
Battle Strider Boots: 13k, +1 speed
Magic Javelin +2. 1.8k gp. Critical +2d6
Girdle of the Umber Hulk Level 15+ Lvl 15 25,000 gp Item Slot: Waist Property: Gain a +2 bonus to Fortitude defense. Power (Daily): Minor Action. Gain a burrow speed equal
to half your speed. You cannot dig through solid rock or shift while burrowing. Sustain minor
Jagged Weapon Lvl 17 +4 65,000 gp Weapon: Axe, Heavy Blade, Light Blade Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage Property: This weapon scores critical hits on a 19 or 20.
Strikebacks Level 10 Item Slot: Hands 5,000 gp Property: Gain a +1 item bonus to opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
Solitaire (Cinnabar) Level 6 Wondrous Item 1,800 gp Power (Encounter): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. Special: You cannot use more than one solitaire in an encounter.
3x =600 gp Tempest Whetstone Lvl 10 200 gp Whetstone
Power (Consumable ✦ Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage.
Potion of Vitality. Consumeable - 25 HP and save.
Bloodiron Armor Lvl 18 +4 85,000 gp Armor: Scale, Plate Enhancement: AC Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn.
Iron Armbands of Power lvl 6 1800 gp. +2 damage with melee attacks.
Griffon Level 7 Brute
Initiative +6 Senses Perception +9
HP 98; Bloodied 49; see also blood frenzy
AC 19; Fortitude 19, Reflex 15, Will 14; see also blood frenzy
Immune fear (while bloodied only)
Resist 10 all when mounted
Speed 6, fl y 10, overland f ight 15
m Claws (standard; at-will)
+10 vs. AC; 2d6 + 7 damage.
Blood Frenzy (only while bloodied)
The griffon can take an extra move action each turn. It also gains
a +2 bonus to attack rolls and takes a –2 penalty to all defenses.
Thunder Charge (standard; only while flying; at-will)
When the griffon charges, it gains a +4 bonus to its attack roll
instead of the normal +1 bonus.
Alignment Unaligned Languages —
Str 20 (+8) Dex 16 (+6) Wis 12 (+4)
Con 18 (+7) Int 2 (–1) Cha 6 (+1)
Barding, Light
Impenetrable Barding Lvl 1 360 gp Item Slot: Mount (apply to barding) Property: While it is ridden, the mount gains resistance to all damage equal to its rider’s level, maximum 10.
Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools. Heavy Shield
2240 GP
[/sblock]
Basic idea is to use make a lot of attacks using bursts and multitarget powers with a Jagged weapon so Steel Blitz activates more. Thus hopefully keeping the character with encounter powers to use.
Problems: tanking a whole bunch of enemies might lead to a quick beatdown. Also, not so hot against few monsters, with fighter encounter powers doing only 1 W.
The neck item can change pretty easily if we want a certain resistance for dropping spells onto the front line. I was also thinking of the one that adds the bonus to healing when spending a surge, since it looks like we'll have two leaders.
I was also considering Reinforcing (when damaged by melee, get +1 all defenses USNT) or Salubrious (Regaining HP gives +2 AC UENT) Armor.
Chains of Sorrow is still a 3W attack that imposes a -2 AC penalty, so if we want more single damage, Storm of Blows can go.