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<blockquote data-quote="GPuzzle" data-source="post: 8558093" data-attributes="member: 7035146"><p>2. Runners High, Dwarf Warden|Ardent/Arkhosian Blademaster</p><p></p><p>Exploting Second Wind for fun and profit. By Level 6, we've a guy whose minor action Second Wind also allows another ally to use their Second Wind and a third ally gets to make a save and spend a healing surge, and we can throw some Temps and/or an extra save around. AC isn't terrible, surprisingly.</p><p></p><p>[SPOILER="Level 6"]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Runners High, level 6</p><p>Dwarf, Ardent|Warden</p><p>Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)</p><p>Hybrid Ardent: Hybrid Ardent Fortitude</p><p>Hybrid Warden: Hybrid Warden Will</p><p>Psionic Augmentation (Hybrid): Hybrid Power Point Option</p><p>Hybrid Talent: Warden's Armored Might</p><p>Guardian Might: Lifespirit</p><p>Dwarf Subrace: Standard Dwarf Racial Traits</p><p>Theme: Bloodsworn</p><p>Background: Geography - Forest (+2 to Perception)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 17, Con 15, Dex 10, Int 8, Wis 14, Cha 17.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 14, Con 13, Dex 10, Int 8, Wis 14, Cha 16.</p><p></p><p></p><p>AC: 21 Fort: 18 Reflex: 16 Will: 18</p><p>HP: 59 Surges: 10 Surge Value: 14</p><p></p><p>TRAINED SKILLS</p><p>Diplomacy +11, Perception +12, Bluff +11, Intimidate +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana +2, Dungeoneering +7, Endurance +4, Heal +5, History +2, Insight +5, Nature +5, Religion +2, Stealth, Streetwise +6, Thievery, Athletics +3</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Wind of Sympathy</p><p>Level 4: Bolstering Mantle</p><p>Feat User Choice: Heavy Blade Expertise</p><p>Level 6: Resourceful Leader</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Ire Strike</p><p>Hybrid at-will 1: Weight of Earth</p><p>Hybrid Power Point Option: Strongskin Clash</p><p>Hybrid daily 1: Form of Winter's Herald</p><p>Hybrid utility 2: Mind over Matter</p><p>Hybrid daily 5: Fate Exchange</p><p>Hybrid utility 6: Treacherous Ice</p><p></p><p>ITEMS</p><p>Luckblade Longsword +1, Cloak of the Walking Wounded +1, Acrobat Boots (heroic tier), Horn Tusk Hide Armor +1, Iron Armbands of Power (heroic tier), Adventurer's Kit, Heavy Shield</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>[/SPOILER]</p><p></p><p>[SPOILER="Level 16"]</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Runners High, level 16</p><p>Dwarf, Ardent|Warden, Arkhosian Blademaster</p><p>Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)</p><p>Hybrid Ardent: Hybrid Ardent Fortitude</p><p>Hybrid Warden: Hybrid Warden Will</p><p>Hybrid Talent: Warden's Armored Might</p><p>Guardian Might: Lifespirit</p><p>Psionic Augmentation (Hybrid): Hybrid Power Point Option</p><p>Dwarf Subrace: Standard Dwarf Racial Traits</p><p>Theme: Bloodsworn</p><p>Background: Geography - Forest (+2 to Perception)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 20, Con 16, Dex 11, Int 9, Wis 15, Cha 20.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 14, Con 13, Dex 10, Int 8, Wis 14, Cha 16.</p><p></p><p></p><p>AC: 28 Fort: 28 Reflex: 23 Will: 27</p><p>HP: 120 Surges: 13 Surge Value: 30</p><p></p><p>TRAINED SKILLS</p><p>Diplomacy +18, Perception +17, Bluff +18, Intimidate +20</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +6, Arcana +7, Dungeoneering +12, Endurance +12, Heal +10, History +7, Insight +10, Nature +10, Religion +7, Stealth +5, Streetwise +13, Thievery +5, Athletics +10</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Wind of Sympathy</p><p>Level 4: Bolstering Mantle</p><p>Feat User Choice: Heavy Blade Expertise</p><p>Level 6: Resourceful Leader</p><p>Level 8: Improved Initiative</p><p>Level 10: Arkhosian Fang Student</p><p>Level 11: Bravura Leader</p><p>Level 12: Lifespirit Healing</p><p>Level 14: Reserve Maneuver</p><p>Level 16: Novice Power</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Ire Strike</p><p>Hybrid at-will 1: Weight of Earth</p><p>Hybrid Power Point Option: Strongskin Clash</p><p>Reserve Maneuver: Earth Gift (retrained to Hammer and Anvil at Novice Power)</p><p>Hybrid daily 1: Form of Winter's Herald</p><p>Hybrid utility 2: Mind over Matter</p><p>Hybrid daily 5: Fate Exchange</p><p>Hybrid utility 6: Treacherous Ice</p><p>Hybrid at-will/encounter 7: Mindlink Strike</p><p>Hybrid daily 9: Passage of Swords</p><p>Hybrid utility 10: Spiritual Rejuvenation</p><p>Hybrid at-will/encounter 13: Healing Harvest (replaces Strongskin Clash)</p><p>Hybrid daily 15: Coordinated Effort (replaces Passage of Swords)</p><p>Hybrid utility 16: Tower of Iron Will</p><p></p><p>ITEMS</p><p>Acrobat Boots (heroic tier), Iron Armbands of Power (heroic tier), Adventurer's Kit, Heavy Shield, Timeless Locket +3, Captain's Longsword +4, Veteran's Earthhide Armor +3, Cincture of Vivacity, Helm of Battle (heroic tier), Strikebacks (heroic tier)</p><p>[/SPOILER]</p><p></p><p>This is an intensely fun one - free attacks galore, combined with some decent stickiness; your second wind now is a mass healing and save-grant power that also regains an encounter power for you, that you can also use proactively to regain THP (I suggest your entire party grab a Cincture of Vivacity). Timeless Locket+Captain's Weapon is a top tier enabling combo.</p><p></p><p>Name: After both the runner's high effect and the pillows album.</p></blockquote><p></p>
[QUOTE="GPuzzle, post: 8558093, member: 7035146"] 2. Runners High, Dwarf Warden|Ardent/Arkhosian Blademaster Exploting Second Wind for fun and profit. By Level 6, we've a guy whose minor action Second Wind also allows another ally to use their Second Wind and a third ally gets to make a save and spend a healing surge, and we can throw some Temps and/or an extra save around. AC isn't terrible, surprisingly. [SPOILER="Level 6"] ====== Created Using Wizards of the Coast D&D Character Builder ====== Runners High, level 6 Dwarf, Ardent|Warden Ardent Mantle (Hybrid): Mantle of Elation (Hybrid) Hybrid Ardent: Hybrid Ardent Fortitude Hybrid Warden: Hybrid Warden Will Psionic Augmentation (Hybrid): Hybrid Power Point Option Hybrid Talent: Warden's Armored Might Guardian Might: Lifespirit Dwarf Subrace: Standard Dwarf Racial Traits Theme: Bloodsworn Background: Geography - Forest (+2 to Perception) FINAL ABILITY SCORES Str 17, Con 15, Dex 10, Int 8, Wis 14, Cha 17. STARTING ABILITY SCORES Str 14, Con 13, Dex 10, Int 8, Wis 14, Cha 16. AC: 21 Fort: 18 Reflex: 16 Will: 18 HP: 59 Surges: 10 Surge Value: 14 TRAINED SKILLS Diplomacy +11, Perception +12, Bluff +11, Intimidate +11 UNTRAINED SKILLS Acrobatics +1, Arcana +2, Dungeoneering +7, Endurance +4, Heal +5, History +2, Insight +5, Nature +5, Religion +2, Stealth, Streetwise +6, Thievery, Athletics +3 FEATS Level 1: Hybrid Talent Level 2: Wind of Sympathy Level 4: Bolstering Mantle Feat User Choice: Heavy Blade Expertise Level 6: Resourceful Leader POWERS Hybrid at-will 1: Ire Strike Hybrid at-will 1: Weight of Earth Hybrid Power Point Option: Strongskin Clash Hybrid daily 1: Form of Winter's Herald Hybrid utility 2: Mind over Matter Hybrid daily 5: Fate Exchange Hybrid utility 6: Treacherous Ice ITEMS Luckblade Longsword +1, Cloak of the Walking Wounded +1, Acrobat Boots (heroic tier), Horn Tusk Hide Armor +1, Iron Armbands of Power (heroic tier), Adventurer's Kit, Heavy Shield ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/SPOILER] [SPOILER="Level 16"] ====== Created Using Wizards of the Coast D&D Character Builder ====== Runners High, level 16 Dwarf, Ardent|Warden, Arkhosian Blademaster Ardent Mantle (Hybrid): Mantle of Elation (Hybrid) Hybrid Ardent: Hybrid Ardent Fortitude Hybrid Warden: Hybrid Warden Will Hybrid Talent: Warden's Armored Might Guardian Might: Lifespirit Psionic Augmentation (Hybrid): Hybrid Power Point Option Dwarf Subrace: Standard Dwarf Racial Traits Theme: Bloodsworn Background: Geography - Forest (+2 to Perception) FINAL ABILITY SCORES Str 20, Con 16, Dex 11, Int 9, Wis 15, Cha 20. STARTING ABILITY SCORES Str 14, Con 13, Dex 10, Int 8, Wis 14, Cha 16. AC: 28 Fort: 28 Reflex: 23 Will: 27 HP: 120 Surges: 13 Surge Value: 30 TRAINED SKILLS Diplomacy +18, Perception +17, Bluff +18, Intimidate +20 UNTRAINED SKILLS Acrobatics +6, Arcana +7, Dungeoneering +12, Endurance +12, Heal +10, History +7, Insight +10, Nature +10, Religion +7, Stealth +5, Streetwise +13, Thievery +5, Athletics +10 FEATS Level 1: Hybrid Talent Level 2: Wind of Sympathy Level 4: Bolstering Mantle Feat User Choice: Heavy Blade Expertise Level 6: Resourceful Leader Level 8: Improved Initiative Level 10: Arkhosian Fang Student Level 11: Bravura Leader Level 12: Lifespirit Healing Level 14: Reserve Maneuver Level 16: Novice Power POWERS Hybrid at-will 1: Ire Strike Hybrid at-will 1: Weight of Earth Hybrid Power Point Option: Strongskin Clash Reserve Maneuver: Earth Gift (retrained to Hammer and Anvil at Novice Power) Hybrid daily 1: Form of Winter's Herald Hybrid utility 2: Mind over Matter Hybrid daily 5: Fate Exchange Hybrid utility 6: Treacherous Ice Hybrid at-will/encounter 7: Mindlink Strike Hybrid daily 9: Passage of Swords Hybrid utility 10: Spiritual Rejuvenation Hybrid at-will/encounter 13: Healing Harvest (replaces Strongskin Clash) Hybrid daily 15: Coordinated Effort (replaces Passage of Swords) Hybrid utility 16: Tower of Iron Will ITEMS Acrobat Boots (heroic tier), Iron Armbands of Power (heroic tier), Adventurer's Kit, Heavy Shield, Timeless Locket +3, Captain's Longsword +4, Veteran's Earthhide Armor +3, Cincture of Vivacity, Helm of Battle (heroic tier), Strikebacks (heroic tier) [/SPOILER] This is an intensely fun one - free attacks galore, combined with some decent stickiness; your second wind now is a mass healing and save-grant power that also regains an encounter power for you, that you can also use proactively to regain THP (I suggest your entire party grab a Cincture of Vivacity). Timeless Locket+Captain's Weapon is a top tier enabling combo. Name: After both the runner's high effect and the pillows album. [/QUOTE]
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