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Warden Polearm Builds
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<blockquote data-quote="Aulirophile" data-source="post: 5183371" data-attributes="member: 86312"><p>The real reason to roll a Polearm Warden is that Warden's Fury is "melee weapon" meaning an enemy cannot shift away and attack, you still get to enforce your mark. They can shift away and charge, but with proper positioning that isn't an issue that often (not recommended for LFR, your group needs to cooperate much more then with say, a Fighter). </p><p></p><p>Here is my build from 1-11. Currently level 28 in my home campaign. If your DM allows you to take Mark of Warding, Dragonmark, take that at level 1 or 2. If you find your DM provokes zero OAs, drop Sudden Roots and take something else you like better. I went with Eternal Defender as my ED, giving me default Reach 3. I kept Warden's Lunge as an At-Will even though with the errata I can charge adjacent, because I do not <em>have to </em>charge adjacent. I can charge and mark from a distance and end next to a clump of enemies, or just stay out of an aura while keeping something marked, etc., If you go this route, Battle Awareness is easily the best MC feat. </p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>level 11</p><p>Goliath, Warden, Stoneblessed</p><p>Build: Earth Warden</p><p>Guardian Might: Earthstrength</p><p>Versatile Expertise: Versatile Expertise (Axe)</p><p>Versatile Expertise: Versatile Expertise (Polearm)</p><p>Background: Early Life - Isolated (+2 to Perception)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 21, Con 21, Dex 13, Int 9, Wis 13, 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: 26 Fort: 23 Reflex: 19 Will: 20</p><p>HP: 108 Surges: 14 Surge Value: 27</p><p></p><p>TRAINED SKILLS</p><p>Nature +13, Endurance +14, Perception +13, Athletics +16, Heal +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, History +4, Insight +6, Intimidate +5, Religion +4, Stealth +5, Streetwise +5, Thievery +5</p><p></p><p>FEATS</p><p>Level 1: Sudden Roots</p><p>Level 2: Guard of Stone</p><p>Level 4: Goliath Greatweapon Prowess</p><p>Level 6: Versatile Expertise</p><p>Level 8: Hafted Defense</p><p>Level 10: Toughness (retrained to Unyielding Stone at Level 11)</p><p>Level 11: Battle Awareness</p><p></p><p>POWERS</p><p>Warden at-will 1: Warden's Lunge</p><p>Warden at-will 1: Weight of Earth</p><p>Warden encounter 1: Roots of Stone</p><p>Warden daily 1: Form of Winter's Herald</p><p>Warden utility 2: Inspiring Fortitude</p><p>Warden encounter 3: Earthgrasp Strike</p><p>Warden daily 5: Form of Mountain's Thunder</p><p>Warden utility 6: Bear's Endurance</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 Halberd +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Cloak of the Walking Wounded +2</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5183371, member: 86312"] The real reason to roll a Polearm Warden is that Warden's Fury is "melee weapon" meaning an enemy cannot shift away and attack, you still get to enforce your mark. They can shift away and charge, but with proper positioning that isn't an issue that often (not recommended for LFR, your group needs to cooperate much more then with say, a Fighter). Here is my build from 1-11. Currently level 28 in my home campaign. If your DM allows you to take Mark of Warding, Dragonmark, take that at level 1 or 2. If you find your DM provokes zero OAs, drop Sudden Roots and take something else you like better. I went with Eternal Defender as my ED, giving me default Reach 3. I kept Warden's Lunge as an At-Will even though with the errata I can charge adjacent, because I do not [I]have to [/I]charge adjacent. I can charge and mark from a distance and end next to a clump of enemies, or just stay out of an aura while keeping something marked, etc., If you go this route, Battle Awareness is easily the best MC feat. ====== Created Using Wizards of the Coast D&D Character Builder ====== level 11 Goliath, Warden, Stoneblessed Build: Earth Warden Guardian Might: Earthstrength Versatile Expertise: Versatile Expertise (Axe) Versatile Expertise: Versatile Expertise (Polearm) Background: Early Life - Isolated (+2 to Perception) FINAL ABILITY SCORES Str 21, Con 21, Dex 13, Int 9, Wis 13, Cha 11. STARTING ABILITY SCORES Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10. AC: 26 Fort: 23 Reflex: 19 Will: 20 HP: 108 Surges: 14 Surge Value: 27 TRAINED SKILLS Nature +13, Endurance +14, Perception +13, Athletics +16, Heal +11 UNTRAINED SKILLS Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, History +4, Insight +6, Intimidate +5, Religion +4, Stealth +5, Streetwise +5, Thievery +5 FEATS Level 1: Sudden Roots Level 2: Guard of Stone Level 4: Goliath Greatweapon Prowess Level 6: Versatile Expertise Level 8: Hafted Defense Level 10: Toughness (retrained to Unyielding Stone at Level 11) Level 11: Battle Awareness POWERS Warden at-will 1: Warden's Lunge Warden at-will 1: Weight of Earth Warden encounter 1: Roots of Stone Warden daily 1: Form of Winter's Herald Warden utility 2: Inspiring Fortitude Warden encounter 3: Earthgrasp Strike Warden daily 5: Form of Mountain's Thunder Warden utility 6: Bear's Endurance Warden encounter 7: Mountain's Stature Warden daily 9: Form of the Oak Sentinel Warden utility 10: Spiritual Rejuvenation ITEMS Maw of the Guardian Halberd +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Cloak of the Walking Wounded +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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