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Warden Armor Class
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<blockquote data-quote="Aulirophile" data-source="post: 5169556" data-attributes="member: 86312"><p>...He gets his wis mod added to all damage he does. It is the cornerstone of the highest single-class nova build in the game. Two out of three of the path features focus on damage. All the powers focus on damage with minor status effects. So out of the six things you get from Pit Fighter, fiveare damage oriented, and the daily forces things to move away from the fighter if used to maximum effect. Not a usual defender desire. Pit Fighter is basically the most common reason Striker classes MC into Fighter, even ones that have no str investment will do it just for the level 16 feature and the AP benefit. Just like classes with no Dex MC into Rogue for Daggermaster just for the crit range. Because that one feature makes it one of the best striker options.</p><p></p><p>Level 12. 115 HP, 14 surges, 3 times/day he can go into a Form. In two of those Forms he gets +2 to AC, in one his melee reach increases by 1 and he can auto-redirect an attack in his melee reach to himself. SW is +2+1+5+1 to all defenses as a minor action once an encounter. He can use it one encounter twice once a day. He can use it as a standard action to give every ally in close burst 5 15 THP once a day in addition to healing himself and the bonus to defenses. Most of his attacks do str+con, some do str+str+con, and if he is in a form all of them do at least str+con. I only gave him +2 magic items, which for level 12 isn't terribly realistic, so his AC could easily be 30. </p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>level 12</p><p>Dwarf, Warden, Horned Champion</p><p>Build: Wild Warden</p><p>Guardian Might: Earthstrength</p><p>Versatile Expertise: Versatile Expertise (Axe)</p><p>Versatile Expertise: Versatile Expertise (Hammer)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 19, Con 21, Dex 13, Int 9, Wis 15, Cha 11.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.</p><p></p><p></p><p>AC: 28 Fort: 24 Reflex: 21 Will: 21</p><p>HP: 115 Surges: 14 Surge Value: 28</p><p></p><p>TRAINED SKILLS</p><p>Nature +13, Endurance +15, Perception +13, Athletics +12</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +8, History +5, Insight +8, Intimidate +6, Religion +5, Stealth +4, Streetwise +6, Thievery +4</p><p></p><p>FEATS</p><p>Level 1: Dwarven Weapon Training</p><p>Level 2: Versatile Expertise</p><p>Level 4: Mark of Warding</p><p>Level 6: Crippling Crush</p><p>Level 8: Toughness (retrained to Hide Armor Expertise at Level 11)</p><p>Level 10: Crushing Earthstrength</p><p>Level 11: Earthstrength Defenses</p><p>Level 12: Hammer Rhythm</p><p></p><p>POWERS</p><p>Warden at-will 1: Weight of Earth</p><p>Warden at-will 1: Thorn Strike</p><p>Warden encounter 1: Tremor Slam</p><p>Warden daily 1: Form of Winter's Herald</p><p>Warden utility 2: Inspiring Fortitude</p><p>Warden encounter 3: Rough Strike</p><p>Warden daily 5: Form of Mountain's Thunder</p><p>Warden utility 6: Treacherous Ice</p><p>Warden encounter 7: Mountain's Stature</p><p>Warden daily 9: Form of the Oak Sentinel</p><p>Warden utility 10: Spiritual Rejuvenation</p><p></p><p>ITEMS</p><p>Maw of the Guardian Craghammer +2, Cloak of the Walking Wounded +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Heavy Shield</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5169556, member: 86312"] ...He gets his wis mod added to all damage he does. It is the cornerstone of the highest single-class nova build in the game. Two out of three of the path features focus on damage. All the powers focus on damage with minor status effects. So out of the six things you get from Pit Fighter, fiveare damage oriented, and the daily forces things to move away from the fighter if used to maximum effect. Not a usual defender desire. Pit Fighter is basically the most common reason Striker classes MC into Fighter, even ones that have no str investment will do it just for the level 16 feature and the AP benefit. Just like classes with no Dex MC into Rogue for Daggermaster just for the crit range. Because that one feature makes it one of the best striker options. Level 12. 115 HP, 14 surges, 3 times/day he can go into a Form. In two of those Forms he gets +2 to AC, in one his melee reach increases by 1 and he can auto-redirect an attack in his melee reach to himself. SW is +2+1+5+1 to all defenses as a minor action once an encounter. He can use it one encounter twice once a day. He can use it as a standard action to give every ally in close burst 5 15 THP once a day in addition to healing himself and the bonus to defenses. Most of his attacks do str+con, some do str+str+con, and if he is in a form all of them do at least str+con. I only gave him +2 magic items, which for level 12 isn't terribly realistic, so his AC could easily be 30. ====== Created Using Wizards of the Coast D&D Character Builder ====== level 12 Dwarf, Warden, Horned Champion Build: Wild Warden Guardian Might: Earthstrength Versatile Expertise: Versatile Expertise (Axe) Versatile Expertise: Versatile Expertise (Hammer) FINAL ABILITY SCORES Str 19, Con 21, Dex 13, Int 9, Wis 15, Cha 11. STARTING ABILITY SCORES Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10. AC: 28 Fort: 24 Reflex: 21 Will: 21 HP: 115 Surges: 14 Surge Value: 28 TRAINED SKILLS Nature +13, Endurance +15, Perception +13, Athletics +12 UNTRAINED SKILLS Acrobatics +4, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +8, History +5, Insight +8, Intimidate +6, Religion +5, Stealth +4, Streetwise +6, Thievery +4 FEATS Level 1: Dwarven Weapon Training Level 2: Versatile Expertise Level 4: Mark of Warding Level 6: Crippling Crush Level 8: Toughness (retrained to Hide Armor Expertise at Level 11) Level 10: Crushing Earthstrength Level 11: Earthstrength Defenses Level 12: Hammer Rhythm POWERS Warden at-will 1: Weight of Earth Warden at-will 1: Thorn Strike Warden encounter 1: Tremor Slam Warden daily 1: Form of Winter's Herald Warden utility 2: Inspiring Fortitude Warden encounter 3: Rough Strike Warden daily 5: Form of Mountain's Thunder Warden utility 6: Treacherous Ice Warden encounter 7: Mountain's Stature Warden daily 9: Form of the Oak Sentinel Warden utility 10: Spiritual Rejuvenation ITEMS Maw of the Guardian Craghammer +2, Cloak of the Walking Wounded +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Heavy Shield ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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