Any advice for my Wilden Warden?

Minifig

First Post
-Name of My Character-, level 2
Wilden, Warden
Build: Wild Warden
Guardian Might: Wildblood
Hardy Form: Hardy Form Fortitude
Background: Akanûl (Akanûl Benefit)

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

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


AC: 19 Fort: 17 Reflex: 13 Will: 15
HP: 37 Surges: 10 Surge Value: 9

TRAINED SKILLS
Nature +11, Heal +9, Perception +9, Dungeoneering +9, History +6

UNTRAINED SKILLS
Acrobatics -2, Arcana +1, Bluff, Diplomacy, Endurance -1, Insight +4, Intimidate, Religion +1, Stealth, Streetwise, Thievery -2, Athletics +2

FEATS
Level 1: Weapon Expertise (Axe)
Level 2: Student of Battle

POWERS
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature Sense

ITEMS
Adventurer's Kit, Heavy Shield, Hide Armor, Potion of Healing (heroic tier), Khopesh, Frost Khopesh +1



He's a multiclass Warlord because we're really limited on healers in our group sadly, and well, it's nice to have an emergency heal for when I need it if I'm alone.

Our DM gave us a Frost weapon as a reward for completing a mission successfully the other night, which was pretty awesome.

He's using the Khopesh because he can never ever fail when he swings.. Brutal 1 is freaking amazing, even though it sucks massively when you roll a two. :lol:


I rolled a Wilden because they're so unique and you rarely see them, that and they have some utterly amazing racial powers.. so there will be no convincing me to change from Wilden. (Sorry gang!)

As far as future plans, I'd like to plan to be a Lorekeeper (I think!)...


Other than that..

I need some advice.

Thanks!
 

log in or register to remove this ad


Why did you multiclass into Warlord? I would think Shaman would fit better.

Like I said, we're limited on heals.

IF we get a cleric (the guy who said he's thinking about a cleric.. is only thinking about not rolling one because he doesn't know how to expand their range without a magical impliment), I was thinking that shaman would be an awesome idea for a multiclass too.. and taking Weapon Expertise - Hammer, and taking a Warhammer as my primary weapon.
 

Warlord is good, because it shares the warden's primary and secondary (in Martial Power 2) ability scores, so if you want to swap powers you won't be at a disadvantage.

As a wild warden, you'll be attacked a lot (because of your Guardian Might feature), so you should focus on feats and powers that either increase your defenses or let you deal with multiple enemies at once (which you have done so far!). Toughness and/or Durable will be very useful, especially since you have only an average Constitution score.

If you want to go Lorekeeper, you should pick up the Ritual Caster feat at some point before 16th level, so you can learn some rituals and make Lorekeeper's Cunning (24th level feature) more useful.

Your wilden can make use of all three Nature's Aspects. Depending on how you envision your character, you may end up preferring one aspect over the others. Ancients will be useful when you pick up an encounter blast or burst. Destroyer and Hunter are both useful now, depending if you're feeling more like a defender or a striker today. =)
 

As a wild warden, you'll be attacked a lot (because of your Guardian Might feature), so you should focus on feats and powers that either increase your defenses or let you deal with multiple enemies at once (which you have done so far!). Toughness and/or Durable will be very useful, especially since you have only an average Constitution score.

If you want to go Lorekeeper, you should pick up the Ritual Caster feat at some point before 16th level, so you can learn some rituals and make Lorekeeper's Cunning (24th level feature) more useful.

That's exactly the kind of advice I was looking for! Thank you!

Your wilden can make use of all three Nature's Aspects. Depending on how you envision your character, you may end up preferring one aspect over the others. Ancients will be useful when you pick up an encounter blast or burst. Destroyer and Hunter are both useful now, depending if you're feeling more like a defender or a striker today. =)

Yeah, that's exactly why I liked the aspect of being a Wilden Warden.. versatility.


The good news is my DM just called me and said we've got a healer now - An experienced Artificer. :)

So that puts me back at:

-Name-, level 2
Wilden, Warden
Build: Wild Warden
Guardian Might: Wildblood
Hardy Form: Hardy Form Fortitude
Background: Akanûl (Akanûl Benefit)

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

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


AC: 19 Fort: 17 Reflex: 13 Will: 15
HP: 37 Surges: 10 Surge Value: 9

TRAINED SKILLS
Nature +11, Heal +9, Perception +9, Dungeoneering +9

UNTRAINED SKILLS
Acrobatics -2, Arcana +1, Bluff, Diplomacy, Endurance -1, History +1, Insight +4, Intimidate, Religion +1, Stealth, Streetwise, Thievery -2, Athletics +2

FEATS
Level 1: Weapon Expertise (Axe)

POWERS
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature Sense

ITEMS
Adventurer's Kit, Heavy Shield, Hide Armor, Potion of Healing (heroic tier), Khopesh, Frost Khopesh +1, Repeating crossbow, Crossbow Bolts (20), Crossbow Bolt (10)





Time to choose the Level 2 feat!
 

:lol:. I could take Armor Proficiency Chainmail, for my level 2 feat... +6 AC -1 Speed.. hindering my movement down to 5... but my AC would be 24.. :lol:

Uber-Tree-Defender!



Man, I have no idea what to take for my second level feat..
 

If you really want heals, you could switch to Shaman and use two feats to multiclass into it -- Spirit Talker and Mending Spirit -- which gives multiclass shaman an -encounter- heal. With Spirit Shield, you'd be healing Wis as an effect 1/encounter when an opponent violated your shaman's area, plus a per encounter shaman heal.

Chainmail gets you nothing. As a warden you get +wis to AC as long as you're wearing light armor, on top of the +3 for hide. So your AC should be 19 (as it is -- 10 +3 wis +3 hide +2 shield +1 half-level), and would remain 19 if you were wearing chain (10 +6 chain +2 shield +2 half-level).
 

Welp, we got our healer.. so my character is finally done upto level 2.

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

-Mini's Character-, level 2
Wilden, Warden
Build: Wild Warden
Guardian Might: Wildblood
Hardy Form: Hardy Form Fortitude
Background: Akanûl (Akanûl Benefit)

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

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


AC: 19 Fort: 17 Reflex: 13 Will: 15
HP: 37 Surges: 10 Surge Value: 9

TRAINED SKILLS
Nature +11, Heal +9, Perception +9, Dungeoneering +9

UNTRAINED SKILLS
Acrobatics -2, Arcana +1, Bluff, Diplomacy, Endurance -1, History +1, Insight +4, Intimidate, Religion +1, Stealth, Streetwise, Thievery -2, Athletics +2

FEATS
Level 1: Weapon Expertise (Heavy Blade)
Level 2: Skill Power

POWERS
Skill Power: Nature Sense
Warden at-will 1: Weight of Earth
Warden at-will 1: Earth Shield Strike
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance

ITEMS
Adventurer's Kit, Heavy Shield, Hide Armor, Potion of Healing (heroic tier), Khopesh, Frost Khopesh +1, Repeating crossbow, Crossbow Bolts (20), Crossbow Bolt (10)

----

At level 3 I'm taking Rough Strike, and the next time I can take a feat, I'm taking Beshaba's Boon.

Which grants this ability: Each time an enemy fails a saving throw against an effect you impose, you gain five temporary hit points.


Because every single time I hit with Rough Strike, it slows them.. and they'll have to make a saving throw against it.

Compile that with as much as my guy will be in the thick of combat?

:heh:
 

That's exactly the kind of advice I was looking for! Thank you!



Yeah, that's exactly why I liked the aspect of being a Wilden Warden.. versatility.


The good news is my DM just called me and said we've got a healer now - An experienced Artificer. :)

So that puts me back at:

-Name-, level 2
Wilden, Warden
Build: Wild Warden
Guardian Might: Wildblood
Hardy Form: Hardy Form Fortitude
Background: Akanûl (Akanûl Benefit)

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

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


AC: 19 Fort: 17 Reflex: 13 Will: 15
HP: 37 Surges: 10 Surge Value: 9

TRAINED SKILLS
Nature +11, Heal +9, Perception +9, Dungeoneering +9

UNTRAINED SKILLS
Acrobatics -2, Arcana +1, Bluff, Diplomacy, Endurance -1, History +1, Insight +4, Intimidate, Religion +1, Stealth, Streetwise, Thievery -2, Athletics +2

FEATS
Level 1: Weapon Expertise (Axe)

POWERS
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature Sense

ITEMS
Adventurer's Kit, Heavy Shield, Hide Armor, Potion of Healing (heroic tier), Khopesh, Frost Khopesh +1, Repeating crossbow, Crossbow Bolts (20), Crossbow Bolt (10)





Time to choose the Level 2 feat!

Well, as a non-dwarf non-martial character axes really don't do a lot for you. The ONLY weapon related feat you really have as an option before paragon is Weapon Focus. You'd do more damage upgrading to a waraxe, but only slightly.

I'd look at Warden feats and some of the general "get tougher" feats, of which Toughness is actually pretty hard to beat for overall utility. Another option might be the new Dwarf article feat that lets you use Second Wind twice per encounter! Oddly enough it has no racial pre-req, though I think there might be a CON prereq (hasn't made it into Compendium/CB yet).

There are a billion choices. If all else fails, Weapon Focus and Toughness are no brainers that will definitely give good value.
 

Well, as a non-dwarf non-martial character axes really don't do a lot for you.

Yeah, I realized that when discussing things over with my DM, that's why, in the long run, I decided to change to "Weapon Expertise (Heavy Blade)" (which still grants the benefits to the Khopesh) instead of "Weapon Expertise (Axes)"..because it grants me the versatility to use more weapons in the end game, with a bigger damage output.

I'm still thinking about Toughness, and some other things.. but.. I'm pretty happy with things as they're laid out right now.
 
Last edited:

Remove ads

Top