Help! I am overwhelmed by choosing items! Suggestions for 8th level Dwarf w/ Shield

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.
 

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What weapon are you using? I don't recall the levels for all of these, but here are some relevant ones in no particular order.

Iron Armbands of Power: +2 damage to all your attacks except Come and Get It. Take it, love it. Level 6, so probably the only item aside from the Big Three you'll have.
Boots of Adept Charging: these let you shift 1 after a charge. Then you can shift 1 on you next turn and charge again. Better for a barbarian, but there you go.
Horned Helm: +1d6 damage on charges. Take this after you get Iron Armbands

Valiant Weapon: +1d8 damage on every charge. The daily power is not very relevant for you, so you may want to go with something else.
Farslayer weapon: Standard action at-will: make a melee basic attack on an enemy within 5 of you. Cool since it extends the range of your mark and frees you from buying a ranged weapon. (I like to say my fighter is closing one eye and saying "I'm crushing your head!" The monster says, "Why is this working!?")
Alternately, buy a +1 Grasping javelin. You can yank monsters to you from across the room.
Inescapable weapon: Hate missing? Gives you +1 attack for each miss, up to the enhancement bonus.
Stout weapon: Great for high Con types like you. Adds your con mod per plus to damage on a crit.
Bloodiron weapon: best crit damage period. Effectively 2d10 per plus.

Does Dwarven go on plate armor? If yes, take it. Veteran's armor is also a solid choice.

Amulet of False Life: minor action gives you your healing surge value in temp hp. Fantastic panic button.
Cloak of Survival: A solid choice for always on resist fire and cold.

Really, just take your time and read through the Adventurer's Vault. Make note of the stuff that seems cool and/or related to stuff you do. Then narrow down your choices in each slot. Don't be afraid to pick items that are cool and flavorful instead of 'optimum'. That said, Iron Armbands of Power are sweet.
 

I've been mightily amused by a 'Defending' weapon with my dwarf. Adds the enhancement bonus from the weapon to your defences whenever you fight defensively or use second wind.

Which, of course, is a minor action for a dwarf.

Which means my level 8 cleric can hit an AC of 29 (30 if I was in plate armour) and heal himself as a minor action. Which is nice...
 

For dwarves, Cloaks of the Walking Wounded (spend two healing surges instead of one when taking second wind), and Parry Gauntlets (add an additional +2 to all defenses when taking second wind) are very useful.

If you plan on using tide of iron a lot, then Rushing Cleats would be useful (level 7, when you slide or push with a melee or close attack, add +1 square to the distance).
 

Throwing shield is awesome for shield users but it would negate the iron armbands of power option since it would take the arm slot.
 

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