BASHMAN
Basic Action Games
So, I have a character that I am planning to play in a few weeks at DunDraCon, and I need some help choosing what items to take. For instance, I don't know much about the special armor matierials, etc. I don't play regularly, and have not played beyond 3rd level before, so I would appreciate some advice. I of course, want to take full advantage of any books like the Adventurer's Vault, so any items from there are on the table.
The character will be somewhere between 8th and 10th level at the time of the game. She is the default "fighter" from the preview over the summer, leveled up to 8 for now. She is an axe/hammer and shield fighter, with a penchant for charging, so any shields that are especially cool or items that help when charging would be appreciated. Also items that work well with her chosen powers and feats would be appreciated. Below is her stats and abilities so far:
Sharna Ironclad of Rockhome, Unaligned Dwarf Fighter 8 XP: 13k+___________ Next: 16.5k
HP: 75 (37) Surge: 18hp OOOOOOOOOOOOOO
STR 18
CON 20
DEX 12
INT 10
WIS 14
CHA 8
Racial Abilities: Speed 5 (even encumbered, 7 charge, 9 run), Lowlight Vision, Speak Common, Dwarf, Resilience (Second Wind =Minor Action), +5 Save vs. Poison, Stability (forcibly move 1 less square, Save vs. Prone), +2 Dungeoneering & Endurance
Class Features: Combat Challenge, Combat Superiority (+2 hit w/ OA), Weapon Talent (1H weapon +1 hit)
Feats: Dwarven Weapon Training, Armor Prof: Plate, Victor’s Confidence (+1 to saves after drop a foe), Powerful Charge (+2 dmg +2 bullrush on charge), Fast Runner (Speed +2 on charge or run)
Skills: Athletics +11, Dungeoneering +8, Endurance +15, Heal +11, Insight +6 (16), Perception +6 (16), Streetwise +8, Stealth +5, Acrobatics +5, Other (Stat+4)
At-Will Powers:
Crushing Surge: STR vs. AC, 1[W]+STR dmg; INVIGORATING
Tide of Iron: STR vs. AC, 1[W]+STR dmg, Push foe 1 sq. & choose to shift into their space.
Encounter powers:
o Shield Bash: +10 vs. Reflex, 1d10+6 dmg, push foe 1 sq & knocked prone. Can use when charging.
o Rhino Strike: STR vs. AC, 2[W]+STR. CHARGE without provoking OA.
o Unbreakable: Immediate Reaction. Reduce damage of an attack by 10.
o Come & Get It!: Close Burst 3. Each foe shifts 2 to be adj. to you. Attack each foe within close burst 1.
Daily Powers:
o Lasting Threat: STR vs. AC, RELIABLE, 3 [W]+ STR dmg. Effect: Enemy marked for rest of encounter
o Boundless Endurance: Minor, Stance. Gain Regeneration 7 when bloodied.
o Pinning Smash: STR vs. AC, 1[W]+STR+CON dmg & opponent is immobilized while I remain adjacent. INVIGORATING. Miss: Half Damage & foe is immobilized till end of my next turn.
The character will be somewhere between 8th and 10th level at the time of the game. She is the default "fighter" from the preview over the summer, leveled up to 8 for now. She is an axe/hammer and shield fighter, with a penchant for charging, so any shields that are especially cool or items that help when charging would be appreciated. Also items that work well with her chosen powers and feats would be appreciated. Below is her stats and abilities so far:
Sharna Ironclad of Rockhome, Unaligned Dwarf Fighter 8 XP: 13k+___________ Next: 16.5k
HP: 75 (37) Surge: 18hp OOOOOOOOOOOOOO
STR 18
CON 20
DEX 12
INT 10
WIS 14
CHA 8
Racial Abilities: Speed 5 (even encumbered, 7 charge, 9 run), Lowlight Vision, Speak Common, Dwarf, Resilience (Second Wind =Minor Action), +5 Save vs. Poison, Stability (forcibly move 1 less square, Save vs. Prone), +2 Dungeoneering & Endurance
Class Features: Combat Challenge, Combat Superiority (+2 hit w/ OA), Weapon Talent (1H weapon +1 hit)
Feats: Dwarven Weapon Training, Armor Prof: Plate, Victor’s Confidence (+1 to saves after drop a foe), Powerful Charge (+2 dmg +2 bullrush on charge), Fast Runner (Speed +2 on charge or run)
Skills: Athletics +11, Dungeoneering +8, Endurance +15, Heal +11, Insight +6 (16), Perception +6 (16), Streetwise +8, Stealth +5, Acrobatics +5, Other (Stat+4)
At-Will Powers:
Crushing Surge: STR vs. AC, 1[W]+STR dmg; INVIGORATING
Tide of Iron: STR vs. AC, 1[W]+STR dmg, Push foe 1 sq. & choose to shift into their space.
Encounter powers:
o Shield Bash: +10 vs. Reflex, 1d10+6 dmg, push foe 1 sq & knocked prone. Can use when charging.
o Rhino Strike: STR vs. AC, 2[W]+STR. CHARGE without provoking OA.
o Unbreakable: Immediate Reaction. Reduce damage of an attack by 10.
o Come & Get It!: Close Burst 3. Each foe shifts 2 to be adj. to you. Attack each foe within close burst 1.
Daily Powers:
o Lasting Threat: STR vs. AC, RELIABLE, 3 [W]+ STR dmg. Effect: Enemy marked for rest of encounter
o Boundless Endurance: Minor, Stance. Gain Regeneration 7 when bloodied.
o Pinning Smash: STR vs. AC, 1[W]+STR+CON dmg & opponent is immobilized while I remain adjacent. INVIGORATING. Miss: Half Damage & foe is immobilized till end of my next turn.