The Wise Wolf Redux: longtooth shifter fighter|warden, the ultimate single-target defender/striker.

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Marking. Mobility. Survivability. Inescapability. Responding to enemy actions. Damage output. These are the foundations of battle that a defender/striker (that is, a character of the defender role who holds striker as a secondary role) brings to the table, and are what this build seeks to establish to the fullest extent. By fusing together the hybrid fighter and the hybrid warden and by eking out every last bit of significant Wisdom synergy available, from Guardian Might (Wildblood) to Honored Foe to Marked Scourge to Wildblood Speed to Pit Fighter, this build is armed with the best of both worlds that these two classes share. The weakness of this build would be a lack of control and a deficiency in multitarget marking; indeed, this build can keep distracted but one, often two, enemies at a time, and the only appreciable control comes in the form of epic-level encounter attack powers. That said, all of the other strong points of this build should hopefully make for an effective and versatile character who can shield her allies from harm and lay low all her foes. I hereby present to you all the Wise Wolf Redux, an improved version of a previous work of mine.

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Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153
Paragon Path: Pit Fighter, Player's Handbook, pages 87-88
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores:
Level 1: Strength 16+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 8
Level 4: Strength 17+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 8
Level 8: Strength 18+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 8
Level 11: Strength 19+2, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 19+2, Charisma 9
Level 14: Strength 20+2, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 9
Level 18: Strength 21+2, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 9
Level 21: Strength 22+2+2, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 10
Level 24: Strength 23+2+2, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 10
Level 28: Strength 24+2+2, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 10

Feats:
Level 1: Hybrid Talent (Warden's Armored Might), Dragon Magazine #375, page 88
Level 2: Cruel Cut Style, Dragon Magazine #373, page 17
Level 4: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Level 6: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Level 8: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201
Level 10: Toughness, Player's Handbook, page 201
Level 11: Soldier of Virtue, Divine Power, page 144
Level 11 (replaces Toughness): Honored Foe, Divine Power, page 139
Level 12: Marked Scourge, Martial Power, page 144
Level 14: Wildblood Speed, Player's Handbook 2, page 193
Level 16: Toughness, Player's Handbook, page 201
Level 18: Paragon Defenses, Player's Handbook 2, page 191
Level 20: Durable, Player's Handbook, page 194
Level 21: Martial Resolve, Martial Power, page 147
Level 21 (replaces Durable): Paladin's Truth, Divine Power, page 141
Level 22: Martial Freedom, Martial Power, page 138
Level 22 (replaces Paragon Defenses): Robust Defenses, Player's Handbook 2, page 194
Level 24: Epic Reflexes, Player's Handbook 2, page 194
Level 26: Epic Will, Player's Handbook 2, page 194
Level 28: Epic Fortitude, Player's Handbook 2, page 194
Level 30: Durable, Player's Handbook, page 194

At-Will Attack Powers:
Level 1: Cleave, Player's Handbook, page 77
Level 1: Thorn Strike, Player's Handbook 2, page 154

Encounter Attack Powers:
Level 1: Wildblood Frenzy, Player's Handbook 2, page 155
Level 3: Parry and Riposte, Martial Power, page 10
Level 7: Guardian's Pounce, Primal Power, page 97
Level 11: All Bets are Off, Player's Handbook, page 87
Level 13 (replaces Wildblood Frenzy): Storm of Blades, Player's Handbook, page 82
Level 17 (replaces Parry and Riposte): Revel in Pain, Dragon Magazine #381, Power Play: Martial
Level 23 (replaces Guardian's Pounce): Startling Savagery, Player's Handbook 2, page 163
Level 27 (replaces Storm of Blades): Screaming Wind Strike, Player's Handbook 2, page 164

Daily Attack Powers:
Level 1: Form of Mountain's Thunder, Primal Power, page 94
Level 5: Rain of Steel, Player's Handbook, page 79
Level 9: Form of the Oak Sentinel, Player's Handbook 2, page 158
Level 15 (replaces Form of Mountain's Thunder): Unyielding Avalanche, Player's Handbook, page 82
Level 19 (replaces Form of the Oak Sentinel): Form of the Avalanche Unleashed, Primal Power, page 99
Level 20: Lion of Battle, Player's Handbook, page 88
Level 25 (replaces Rain of Steel): Reaper's Stance, Player's Handbook, page 85
Level 29 (replaces Unyielding Avalanche): Force the Battle, Player's Handbook, page 86

Utility Powers:
Level 2: Pass Forward, Martial Power, page 10
Level 6: Guided Shot, Dragon Magazine #379, page 13
Level 10: Into the Fray, Player's Handbook, page 81
Level 12: Deadly Payback, Player's Handbook, page 88
Level 16: Cleansing Earth, Player's Handbook 2, page 161
Level 22: Inspired Resurgence, Martial Power, page 18
Level 26: [Varies]

Snapshot, Level 1



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153

Ability Scores: Strength 16+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 8
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88

Main Hand: Longsword (Level 0, 15 gp)
Off-Hand: Heavy Shield (Level 0, 10 gp)
Armor: Hide Armor (Level 0, 30 gp)

Initiative: +0
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 14 (10 base + 4 Wisdom modifier)
Passive Perception: 19 (10 base + 4 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Perception
Languages: Common, choice of one other

Hit Points: 28 (16 fighter|warden + 12 Constitution score)
Bloodied: 14
Healing Surge Value: 7
Healing Surges per Day: 10 (9 fighter|warden + 1 Constitution modifier)

AC: 19 (10 base + 4 Wisdom modifier + 3 hide + 2 heavy shield)
Fortitude: 15 (10 base + 4 Strength modifier + 1 class)
Reflex: 13 (10 base + 1 Intelligence modifier + 2 heavy shield)
Will: 15 (10 base + 4 Wisdom modifier + 1 class)

Attack Bonus (Weapon): +7 (4 Strength modifier + 3 proficiency)
Damage Bonus (Weapon, Melee): +4 (Strength modifier)
Damage Bonus (Weapon, Close): +4 (Strength modifier)

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power (Cleave), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -4 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Weapon
Attack: +7 vs. AC
Hit: 1d8+4 damage (crit 12), and an enemy adjacent to you other than the target takes 4 damage.

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Weapon
Attack: +7 vs. AC
Hit: 1d8+4 damage (crit 12), and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Weapon
Attack: +7 vs. AC
Hit: 1d8+4 damage (crit 12).

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Weapon
Attack: +7 vs. Fortitude
Hit: 1d8+4 damage (crit 12), and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

Encounter Attack Power: Wildblood Frenzy, Warden Attack 1, Player's Handbook 2, page 155
Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks.
Standard Action * Melee 1 * Target: One creature * Primal, Weapon
Attack: +7 vs. AC
Hit: 1d8+8 damage (crit 16).
Effect: Make the attack one more time against the same target or a different one.

Daily Attack Power: Form of Mountain's Thunder, Warden Attack 1, Primal Power, page 94
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes.
Minor Action * Personal * Lightning, Polymorph, Primal, Thunder
Effect: You assume the guardian form of mountain's thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes 4 thunder damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Close burst 1 * Target: Each enemy you can see in burst
Attack: +7 vs. Reflex
Hit: 1d8+4 thunder damage (crit 12), and you knock the target prone.
Miss: Half damage.
Effect: Each enemy marked by you takes 4 lightning damage.

Analysis, Level 1



Ah, humble beginnings. You start off as a run-of-the-mill defender, a character capable of engaging and marking up to two adjacent enemies at a time, marking one with Nature's Fury and then the other with Cleave. It is important to note that the immediate actions you have available to you are compatible with both marking methods. You can use Warden's Fury or Warden's Grasp against an enemy marked through Combat Challenge, and you can make a melee basic attack against an adjacent enemy marked by your Combat Challenge that shifts. This makes you fairly versatile when it comes to responding to enemy actions, especially since Warden's Fury is a step up from a vanilla melee basic attack. However, this comes at the cost of your level 1 feat, a lack of Combat Superiority, a lack of Fighter Weapon Talent, and a lack of Font of Life. Worry not though, for this shall all pay off soon. For now, just keep in mind the conditions for when you can use your melee basic attack as an immediate interrupt, when you can use your Warden's Fury as an immediate interrupt, and when you can use your Warden's Grasp as an immediate reaction, all of which are delineated above.

Cleave is your bread-and-butter at-will which you shall resort to spamming for the majority of your career, and for a good reason: it marks through Combat Challenge and it inflicts splash damage against a second adjacent enemy. Thorn Strike is to be used in niche situations wherein an enemy is just out of reach and requires a pull 1 to bring it to a more favorable position. The Wildblood Frenzy level 1 encounter turns you into a potent striker for a round with its two high-damage melee attacks. Form of Mountain's Thunder renders you modestly resilient against damage thrown at you, and you get to increase your damage against marked opponents as well, turning you into a veritable battlefield terror. Lastly, Longtooth Shifting is a small boon which you can (and should) activate as a minor action the moment you are first bloodied in an encounter, so as to avail of the bonus to damage rolls and the regeneration.

Snapshot, Level 4



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153

Ability Scores: Strength 17+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 8
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190

Main Hand: Mage's Bastard Sword (Level 2, 520 gp), Adventurer's Vault, page 72
Main Shard: Eberron Shard of Bleeding Wounds (Level 5, Free), Eberron Player's Guide, page 111
Off-Hand: Heavy Shield (Level 0, Free)
Armor: Nightmare Ward Hide +1 (Level 3, Free), Adventurer's Vault 2, page 11
Neck: Lucky Charm +1 (Level 4, Free), Adventurer's Vault 2, page 67
Loose Change: 160 gp

Initiative: +2 (half level)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 16 (10 base + 2 half level + 4 Wisdom modifier)
Passive Perception: 21 (10 base + 2 half level + 4 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Perception
Languages: Common, choice of one other

Hit Points: 46 (34 fighter|warden + 12 Constitution score)
Bloodied: 23
Healing Surge Value: 11
Healing Surges per Day: 10 (9 fighter|warden + 1 Constitution modifier)

AC: 22 (10 base + 2 half level + 1 enhancement + 4 Wisdom modifier + 3 hide + 2 heavy shield)
Fortitude: 18 (10 base + 2 half level + 1 enhancement + 4 Strength modifier + 1 class)
Reflex: 16 (10 base + 2 half level + 1 enhancement + 1 Intelligence modifier + 2 heavy shield)
Will: 18 (10 base + 2 half level + 1 enhancement + 4 Wisdom modifier + 1 class)
Resist (Nightmare Ward Hide +1): 5 psychic

Attack Bonus (Weapon): +11 (2 half level + 1 enhancement + 4 Strength modifier + 3 proficiency + 1 Weapon Expertise)
Damage Bonus (Weapon, Melee): +5 (1 enhancement + 4 Strength modifier)
Damage Bonus (Weapon, Close): +5 (1 enhancement + 4 Strength modifier)

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power (Cleave, Parry and Riposte), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -4 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Weapon
Attack: +11 vs. AC
Hit: 1d10+5 damage (crit 1d6+15), and an enemy adjacent to you other than the target takes 4 damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 6 damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Weapon
Attack: +11 vs. AC
Hit: 1d10+5 damage (crit 1d6+15), and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Weapon
Attack: +11 vs. AC
Hit: 1d10+5 damage (crit 1d6+15).

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Weapon
Attack: +11 vs. Fortitude
Hit: 1d10+5 damage (crit 1d6+15), and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

Encounter Attack Power: Wildblood Frenzy, Warden Attack 1, Player's Handbook 2, page 155
Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks.
Standard Action * Melee 1 * Target: One creature * Primal, Weapon
Attack: +11 vs. AC
Hit: 1d10+9 damage (crit 1d6+19).
Effect: Make the attack one more time against the same target or a different one.

Encounter Attack Power: Parry and Riposte, Fighter Attack 3, Martial Power, page 10
You parry an attack and quickly counter with your own, throwing your foe off balance.
Immediate Reaction * Melee 1 * Trigger: An enemy misses you or an ally with a melee attack * Target: The triggering enemy * Martial, Weapon
Attack: +11 vs. AC
Hit: 1d10+5 damage (crit 1d6+15), and the target grants combat advantage to you and your allies until the end of your next turn.

Daily Attack Power: Form of Mountain's Thunder, Warden Attack 1, Primal Power, page 94
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes.
Minor Action * Personal * Lightning, Polymorph, Primal, Thunder
Effect: You assume the guardian form of mountain's thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes 4 thunder damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Close burst 1 * Target: Each enemy you can see in burst
Attack: +11 vs. Reflex
Hit: 1d10+5 thunder damage (crit 1d6+15), and you knock the target prone.
Miss: Half damage.
Effect: Each enemy marked by you takes 4 lightning damage.

Analysis, Level 4



Since Cleave is going to be your mainstay at-will power, you now have the Cruel Cut Style feat in order to upgrade it. Now, whenever you land the power and no other enemies are adjacent to the target, you deal ongoing damage equal to your Wisdom modifier. To make it even better, your weapon now has an Eberron Shard of Bleeding Wounds too, so you deal a total of 4 + 2 = 6 ongoing damage with Cleave. The best case scenario for you would involve you being adjacent to two enemies which are not adjacent to each other; this would let you avail of the static splash damage of Cleave along with the ongoing damage of Cruel Cut Style. To help your accuracy at this level, your other new feat would be Weapon Expertise (Heavy Blades) for a boost to your attack rolls.

You cannot spare a feat for Weapon Proficiency (Bastard Sword) yet, so instead, you keep a Mage's Bastard Sword +1 in your arsenal. You obviously shall not be able to use its encounter power, but the damage increase from it being a bastard sword rather than a longsword is well worth it. As above, it has been upgraded with an Eberron Shard of Bleeding Wounds to augment the ongoing damage from Cruel Cut Style. Nightmare Ward Hide Armor +1 and a Lucky Charm +1 round out your magic items, the former providing psychic resistance and a +2 item bonus to certain Will-targeting effects, the latter allowing you to rectify a barely-missed roll ala Memory of a Thousand Lifetimes.

Pass Forward is an top-quality utility power. It can be used at-will, allowing you to position yourself just right in certain tactical exigencies, adjusting your location to maximize the efficiency of your Cleaves. Finally, you now have the Parry and Riposte level 3 encounter power as well. Since it is activated as an immediate reaction, you can fire it off at any point during an encounter wherein you are attacked for an appreciable chunk of out-of-turn damage and combat advantage for you and your allies.

Snapshot, Level 9



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153

Ability Scores: Strength 18+2, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 8
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Heroic Feat: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Heroic Feat: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201

Main Hand: Intensifying Bastard Sword +2 (Level 9, Free), Adventurer's Vault 2, page 20
Main Shard: Eberron Shard of Bleeding Wounds (Level 5, 1,000 gp), Eberron Player's Guide, page 111
Off-Hand: Heavy Shield (Level 0, Free)
Armor: Elven Battle Hide +2 (Level 8, Free), Player's Handbook, page 230
Neck: Periapt of Cascading Health +2 (Level 10, Free), Dragon Magazine #369, page 16
Arms: Iron Armbands of Power +2 (Level 6, 1,800 gp), Adventurer's Vault, page 117
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Loose Change: 80 gp

Initiative: +4 (half level)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 19 (10 base + 4 half level + 5 Wisdom modifier)
Passive Perception: 24 (10 base + 4 half level + 5 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Perception
Languages: Common, choice of one other

Hit Points: 78 (64 fighter|warden + 12 Constitution score)
Bloodied: 39
Healing Surge Value: 19
Healing Surges per Day: 10 (9 fighter|warden + 1 Constitution modifier)

AC: 26 (10 base + 4 half level + 2 enhancement + 5 Wisdom modifier + 3 hide + 2 heavy shield)
Fortitude: 22 (10 base + 4 half level + 2 enhancement + 5 Strength modifier + 1 class)
Reflex: 19 (10 base + 4 half level + 2 enhancement + 1 Intelligence modifier + 2 heavy shield)
Will: 22 (10 base + 4 half level + 2 enhancement + 5 Wisdom modifier + 1 class)
Saving Throws (Elven Battle Hide +2): +5 against slowed and immobilized

Attack Bonus (Weapon): +15 (4 half level + 2 enhancement + 5 Strength modifier + 3 proficiency + 1 Weapon Expertise)
Damage Bonus (Weapon, Melee): +10 (2 enhancement + 5 Strength modifier + 1 Weapon Focus + 2 Iron Armbands of Power)
Damage Bonus (Weapon, Close): +8 (2 enhancement + 5 Strength modifier + 1 Weapon Focus)
Damage Bonus (Weapon, Stance): +3 (2 enhancement + 1 Weapon Focus)

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power (Cleave, Parry and Riposte), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -5 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Weapon
Attack: +15 vs. AC
Hit: 1d10+10 damage (crit 2d10+20), and an enemy adjacent to you other than the target takes 5 damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 9 damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Weapon
Attack: +15 vs. AC
Hit: 1d10+10 damage (crit 2d6+20), and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Weapon
Attack: +15 vs. AC
Hit: 1d10+10 damage (crit 2d6+20).

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Weapon
Attack: +15 vs. Fortitude
Hit: 1d10+10 damage (crit 2d6+20), and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Utility Power: Guided Shot, Perception Utility 6, Dragon Magazine #379, page 13
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
Immediate Interrupt * Close burst 10 * Trigger: An ally within 10 squares of you misses with an attack against AC * Target: The triggering ally in burst
Effect: The target's attack is made against Reflex instead of AC.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Healing * Minor Action * Personal * Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

Encounter Attack Power: Wildblood Frenzy, Warden Attack 1, Player's Handbook 2, page 155
Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks.
Standard Action * Melee 1 * Target: One creature * Primal, Weapon
Attack: +15 vs. AC
Hit: 1d10+15 damage (crit 2d6+25).
Effect: Make the attack one more time against the same target or a different one.

Encounter Attack Power: Parry and Riposte, Fighter Attack 3, Martial Power, page 10
You parry an attack and quickly counter with your own, throwing your foe off balance.
Immediate Reaction * Melee 1 * Trigger: An enemy misses you or an ally with a melee attack * Target: The triggering enemy * Martial, Weapon
Attack: +15 vs. AC
Hit: 1d10+10 damage (crit 2d6+20), and the target grants combat advantage to you and your allies until the end of your next turn.

Encounter Attack Power: Guardian's Pounce, Warden Attack 7, Primal Power, page 97
In a blur of movement, you attack an enemy that closes with your ally.
Immediate Reaction * Melee 1 * Trigger: An enemy enters a square adjacent to an ally within 8 squares of you on its turn * Primal, Weapon
Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack.
Target: The triggering enemy
Attack: +15 vs. AC
Hit: 1d10+10 damage (crit 2d6+20), and the target takes a -5 penalty to attack rolls until the end of its turn.

Daily Attack Power: Form of Mountain's Thunder, Warden Attack 1, Primal Power, page 94
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes.
Minor Action * Personal * Lightning, Polymorph, Primal, Thunder
Effect: You assume the guardian form of mountain's thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes 5 thunder damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Close burst 1 * Target: Each enemy you can see in burst
Attack: +15 vs. Reflex
Hit: 1d10+8 thunder damage (crit 2d6+18), and you knock the target prone.
Miss: Half damage.
Effect: Each enemy marked by you takes 5 lightning damage.

Daily Attack Power: Rain of Steel, Fighter Attack 5, Player's Handbook, page 79
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Minor Action * Personal * Martial, Stance, Weapon
Effect: Any enemy that starts its turn adjacent to you takes 1d10+3 damage, as long as you are able to make opportunity attacks.

Daily Attack Power: Form of the Oak Sentinel, Warden Attack 9, Player's Handbook 2, page 158
Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance.
Minor Action * Personal * Polymorph, Primal
Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes 5 damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Immediate Interrupt * Melee 1 * Trigger: An enemy within your reach makes a melee attack against your ally * Target: The triggering enemy
Attack: +15 vs. AC
Hit: 2d10+8 damage (crit 2d6+28).
Miss: Half damage.
Effect: You become the target of the triggering attack, even if you aren't within that attack's range.

Analysis, Level 9



Now would be a fair time to ditch that Mage's Bastard Sword +1 of yours so that you can purchase a more optimal weapon. As such, you now have Weapon Proficiency (Bastard Sword) in your feat list, and while you are working on increasing your damage anyway, you also have Weapon Focus (Heavy Blades) for good measure.

Replacing your previous weapon is an Intensifying Bastard Sword +2 containing your old Eberron Shard of Bleeding Wounds. Thanks to its property and that of the shard, Cruel Cut Style now imposes an exceptional 5 + 2 + 2 = ongoing 9 damage onto the target when you hit with Cleave. The ubiquitous yet effective Iron Armbands of Power +2 occupy your arms slot to boost your damage even further. To ensure that you remain mobile and unfettered by conditions such as prone, slow, and immobilize, you have Acrobat Boots for standing up as a minor action and Elven Battle Hide +2 for a +5 item bonus on saving throws against slowed and immobilized, along with a once-per-encounter speed boost. If those are not enough, then you can fall back on your Periapt of Cascading Health +2 for automatically ending a (save ends) effect on you as a minor action.

Guided Shot is a clever encounter utility power. Use it when you are certain that an ally has barely missed an attack against AC, be it a call of "Close, but no cigar" or "You missed by 2", in order to amend the miss and turn it into a solid hit. You shall inevitably receive high-fives for saving a botched attempt at an encounter or daily attack power such as, say, Harbinger of Doom or Lead the Attack. Moving along, Guardian's Pounce is yet another out-of-turn encounter attack power in your arsenal, and it is quite potent as well. Not only do you get to reposition yourself to an absurd degree, but the damage and the -5 penalty to attack rolls you slam onto your target are going to sting. You can even use it before your first initiative count in an encounter. Your Rain of Steel stance is an all-purpose tool of destruction, useful for both automatically laying low minions and whittling down the hit points of non-minions that you maintain adjacency with. Form of the Oak Sentinel punishes enemies who attack you with damage, creating a lose-lose situation for your marked foes, and the additional reach and the immediate interrupt attack can both come in handy as well.

Snapshot, Level 14



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153
Paragon Path: Pit Fighter, Player's Handbook, pages 87-88

Ability Scores: Strength 20+2, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 9
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Heroic Feat: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Heroic Feat: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201
Paragon Feat: Honored Foe, Divine Power, page 139
Paragon Feat: Marked Scourge, Martial Power, page 144
Paragon Feat: Wildblood Speed, Player's Handbook 2, page 193
Multiclass Feat: Soldier of Virtue, Divine Power, page 144

Main Hand: Radiant Bastard Sword +3 (Level 15, Free), Adventurer's Vault, page 76
Main Shard: Siberys Shard of Radiance +3 (Level 13, Free), Eberron Player's Guide, page 112
Off-Hand: Heavy Shield (Level 0, Free)
Armor: Displacer Earthhide +3 (Level 14, Free), Adventurer's Vault, page 44
Neck: Amulet of Protection +3 (Level 11, 9,000 gp), Player's Handbook, page 149
Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Loose Change: 2,440 gp

Initiative: +7 (half level)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 28 (10 base + 7 half level + 6 Wisdom modifier + 5 training)
Passive Perception: 28 (10 base + 7 half level + 6 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Insight, Perception
Languages: Common, choice of one other

Hit Points: 107 (94 fighter|warden + 13 Constitution score)
Bloodied: 53
Healing Surge Value: 26
Healing Surges per Day: 10 (9 fighter|warden + 1 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

AC: 32 (10 base + 7 half level + 3 enhancement + 6 Wisdom modifier + 3 earthhide + 2 heavy shield + 1 Armor Optimization)
Fortitude: 28 (10 base + 7 half level + 3 enhancement + 6 Strength modifier + 1 class + 1 earthhide)
Reflex: 23 (10 base + 7 half level + 3 enhancement + 1 Intelligence modifier + 2 heavy shield)
Will: 27 (10 base + 7 half level + 3 enhancement + 6 Wisdom modifier + 1 class)

Attack Bonus (Weapon): +20 (7 half level + 3 enhancement + 6 Strength modifier + 3 proficiency + 1 Weapon Expertise)
Damage Bonus (Weapon, Melee/Close): +11 (3 enhancement + 6 Strength modifier + 2 Weapon Focus)
Damage Bonus (Weapon, Stance): +5 (3 enhancement + 2 Weapon Focus)
Damage Bonus (Weapon, Melee/Close, Radiant): +17 (3 enhancement + 6 Strength modifier + 2 Weapon Focus + 3 Radiant Weapon + 3 Siberys Shard of Radiance)
Damage Bonus (Weapon, Stance, Radiant): +11 (3 enhancement + 2 Weapon Focus + 3 Radiant Weapon + 3 Siberys Shard of Radiance)
Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
Special (Marked Scourge): Once per round, you can add 6 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Extra Damage Action): When you spend an action point to take an extra action, you also add 7 to the damage dealt by any of your standard action attacks this turn.

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power or pit fighter power (Cleave, Parry and Riposte, All Bets Are Off, Storm of Blows), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Free Action (Wildblood Speed): When any enemy marked by you makes an attack that doesn't include you as a target, you can shift 6 squares as a free action. You should use this before attacking with Warden's Fury or using Warden's Grasp.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -6 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.
Special (Honored Foe): When an enemy marked by you damages you, you gain 6 temporary hit points.
Special (Marked Scourge): Once per round, you can add 6 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27), and an enemy adjacent to you other than the target takes 6 radiant damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 6 radiant damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Radiant, Weapon
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27), and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Radiant, Weapon
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27).

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Radiant, Weapon
Attack: +20 vs. Fortitude
Hit: 1d10+17 radiant damage (crit 3d6+27), and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Utility Power: Guided Shot, Perception Utility 6, Dragon Magazine #379, page 13
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
Immediate Interrupt * Close burst 10 * Trigger: An ally within 10 squares of you misses with an attack against AC * Target: The triggering ally in burst
Effect: The target's attack is made against Reflex instead of AC.

Encounter Utility Power: Into the Fray, Fighter Utility 10, Player's Handbook, page 12
You unleash a fierce battle cry as you leap boldly into the fray.
Minor Action * Personal * Martial
Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 4.

Encounter Attack Power: Parry and Riposte, Fighter Attack 3, Martial Power, page 10
You parry an attack and quickly counter with your own, throwing your foe off balance.
Immediate Reaction * Melee 1 * Trigger: An enemy misses you or an ally with a melee attack * Target: The triggering enemy * Martial, Radiant, Weapon
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27), and the target grants combat advantage to you and your allies until the end of your next turn.

Encounter Attack Power: Guardian's Pounce, Warden Attack 7, Primal Power, page 97
In a blur of movement, you attack an enemy that closes with your ally.
Immediate Reaction * Melee 1 * Trigger: An enemy enters a square adjacent to an ally within 9 squares of you on its turn * Primal, Radiant, Weapon
Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack.
Target: The triggering enemy
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27), and the target takes a -5 penalty to attack rolls until the end of its turn.

Encounter Attack Power: All Bets Are Off, Pit Fighter Attack 11, Player's Handbook, page 88
After landing a solid blow, you belt your enemy in the face with your fist.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +20 vs. AC
Hit: 2d10+17 radiant damage (crit 3d6+37). Make a secondary attack against the same target.
Secondary Attack: +22 vs. AC
Hit: 1d6+17 radiant damage (crit 3d6+23), and the target is dazed until the end of your next turn.

Encounter Attack Power: Storm of Blows, Fighter Attack 13, Player's Handbook, page 82
You duck and weave between your enemies while slashing at them ferociously.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +20 vs. AC
Hit: 1d10+17 radiant damage (crit 3d6+27).
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.

Daily Attack Power: Form of Mountain's Thunder, Warden Attack 1, Primal Power, page 94
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes.
Minor Action * Personal * Lightning, Polymorph, Primal, Radiant, Thunder
Effect: You assume the guardian form of mountain's thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes 6 radiant and thunder damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Close burst 1 * Target: Each enemy you can see in burst
Attack: +20 vs. Reflex
Hit: 1d10+17 radiant and thunder damage (crit 3d6+27), and you knock the target prone.
Miss: Half damage.
Effect: Each enemy marked by you takes 6 lightning and radiant damage.

Daily Attack Power: Rain of Steel, Fighter Attack 5, Player's Handbook, page 79
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Minor Action * Personal * Martial, Radiant, Stance, Weapon
Effect: Any enemy that starts its turn adjacent to you takes 1d10+11 radiant damage, as long as you are able to make opportunity attacks.

Daily Attack Power: Form of the Oak Sentinel, Warden Attack 9, Player's Handbook 2, page 158
Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance.
Minor Action * Personal * Polymorph, Primal, Radiant
Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes 6 damage.
Once during this encounter, you can make the following weapon attack while you are in this form.
Immediate Interrupt * Melee 1 * Trigger: An enemy within your reach makes a melee attack against your ally * Target: The triggering enemy
Attack: +20 vs. AC
Hit: 2d10+17 radiant damage (crit 3d6+37).
Miss: Half damage.
Effect: You become the target of the triggering attack, even if you aren't within that attack's range.

Daily Utility Power: Deadly Payback, Pit Fighter Utility 12, Player's Handbook, page 88
You react viciously to an enemy that just hurt you.
Immediate Reaction * Personal * Trigger: You take damage from a melee attack * Martial, Weapon
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

Daily Feature: Virtue's Touch, Paladin Feature, Divine Power, page 82
Your gentle touch removes affliction.
Minor Action * Melee touch * Target: One creature * Divine
Effect: You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.

Analysis, Level 14



This would be the point in your career wherein you acquire the best feats that you could possibly wish for. First up is Soldier of Faith, an easily-refluffed feat that grants you training in one paladin skill (Insight would be a good choice) and one use of Virtue's Touch each day, allowing you to bail yourself or an ally from a nasty condition such as dazed, weakened, stunned, or dominated. This feat also paves the way for Honored Foe, which makes you gain temporary hit points equal to your Wisdom modifier (+6) whenever you are damaged by an enemy you have marked, and suddenly, you are now an old-school Battlerager who almost never goes down. Next would be Marked Scourge, a feat that enables you to add your Wisdom modifier (+6) as additional damage against an enemy you have marked once per round, and so your transformation into a true defender/striker is now complete. The last of your new feats is Wildblood Speed, which rectifies the absence of Combat Superiority in your class features. Should a marked enemy dare attack one of your allies while you are away from it, you can shift your Wisdom modifier (+6) as a free action and then retaliate with either Warden's Fury or Warden's Grasp. You can even an enemy to two attacks on its turn during certain circumstances: enemy moves away from you => opportunity attack => enemy attacks ally => Wildblood Speed => Warden's Fury. Let us not overlook the features provided by the Pit Fighter paragon path either: Armor Optimization gives you +1 AC, no questions asked, and Extra Damage Action greatly heightens your damage in a turn wherein you spend an action point.

This level also an epoch for you by dint of your weapon now being a Radiant Bastard Sword +3 outfitted with a Siberys Shard of Radiance +3. This heightens your damage to Herculean amounts, and although you shall experience difficulty against monsters with radiant resistance (such as angels), you shall absolutely obliterate any undead you come across. However, item bonuses do not stack with one another, and so Gauntlets of Blood +2 replace your Iron Armbands of Power +2. That aside, the first time you are bloodied during each encounter, you can make a melee basic attack as an immediate reaction thanks to your Backlash Tattoo. For one encounter per day, you can invoke the daily power of your Displacer Earthhide +3 to render yourself virtually unhittable, forcing enemies to roll twice and take the lower result for melee and ranged attack rolls.

Your new encounter utility, Into the Fray, lets you solve those tricky situations where you need just an eensy bit more movement to make it to your enemy for a Cleave. The Deadly Payback daily utility may be somewhat lackluster due to being a daily, though a +2 untyped bonus to attack rolls and damage rolls against an enemy is nothing to scoff at. All Bets Are Off is a potent encounter power. As a dazing double attack power, there is little to complain about, and it can even be fluffed as a classic shield bash or hilt smash. You must give up Wildblood Frenzy at this point, but all is well, for its replacement would be Storm of Blows, a frantic triple attack that allows you to shift around during it, letting you bring down three minions or mark three non-minions.

Snapshot, Level 19



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153
Paragon Path: Pit Fighter, Player's Handbook, pages 87-88

Ability Scores: Strength 21+2, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 9
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Toughness, Player's Handbook, page 201
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Heroic Feat: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Heroic Feat: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201
Paragon Feat: Honored Foe, Divine Power, page 139
Paragon Feat: Marked Scourge, Martial Power, page 144
Paragon Feat: Paragon Defenses, Player's Handbook 2, page 191
Paragon Feat: Wildblood Speed, Player's Handbook 2, page 193
Multiclass Feat: Soldier of Virtue, Divine Power, page 144

Main Hand: Radiant Bastard Sword +4 (Level 20, Free), Adventurer's Vault, page 76
Main Shard: Siberys Shard of Radiance +3 (Level 13, 17,000 gp), Eberron Player's Guide, page 112
Armor: Great Cat Darkhide +4 (Level 19, Free), Adventurer's Vault 2, page 9
Neck: Resplendent Cloak +4 (Level 18, Free), Adventurer's Vault 2, page 104
Arms: Paragon-Tier Heavy Shield of Deflection (Level 12, 13,000 gp), Player's Handbook, page 245
Hands: Gauntlets of Blood +4 (Level 14, 21,000 gp), Adventurer's Vault 2, page 58
Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp), Adventurer's Vault, page 139
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
Loose Change: 1,880 gp

Initiative: +9 (half level)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 30 (10 base + 9 half level + 6 Wisdom modifier + 5 training)
Passive Perception: 30 (10 base + 9 half level + 6 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Insight, Perception
Languages: Common, choice of one other

Hit Points: 147 (124 fighter|warden + 13 Constitution score + 10 Toughness)
Bloodied: 73
Healing Surge Value: 36
Healing Surges per Day: 10 (9 fighter|warden + 1 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

AC: 36 (10 base + 9 half level + 4 enhancement + 6 Wisdom modifier + 4 darkhide + 2 heavy shield + 1 Armor Optimization)
Fortitude: 32 (10 base + 9 half level + 4 enhancement + 6 Strength modifier + 1 class + 1 feat + 1 Belt of Vim)
Reflex: 27 (10 base + 9 half level + 4 enhancement + 1 Intelligence modifier + 2 heavy shield + 1 feat)
Will: 32 (10 base + 9 half level + 4 enhancement + 6 Wisdom modifier + 1 class + 1 feat + 1 Circlet of Indomitability)
Resist (Paragon-Tier Heavy Shield of Deflection): 5 against all ranged attacks
Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
Special (Resplendent Cloak +4): You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.

Attack Bonus (Weapon): +24 (9 half level + 4 enhancement + 6 Strength modifier + 3 proficiency + 2 Weapon Expertise)
Damage Bonus (Weapon, Melee): +18 (4 enhancement + 6 Strength modifier + 2 Weapon Focus + 6 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance): +12 (4 enhancement + 2 Weapon Focus + 6 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Melee, Radiant): +25 (4 enhancement + 6 Strength modifier + 2 Weapon Focus + 4 Radiant Weapon + 3 Siberys Shard of Radiance + 6 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance, Radiant): +19 (4 enhancement + 2 Weapon Focus + 4 Radiant Weapon + 3 Siberys Shard of Radiant + 6 Wisdom modifier [Dirty Fighting])
Special (Gauntlets of Blood +4): You gain a +4 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
Special (Marked Scourge): Once per round, you can add 6 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Extra Damage Action): When you spend an action point to take an extra action, you also add 9 to the damage dealt by any of your standard action attacks this turn.

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power or pit fighter power (Cleave, All Bets Are Off, Storm of Blows, Revel in Pain), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Free Action (Wildblood Speed): When any enemy marked by you makes an attack that doesn't include you as a target, you can shift 7 squares as a free action. You should use this before attacking with Warden's Fury or using Warden's Grasp.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -6 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.
Special (Honored Foe): When an enemy marked by you damages you, you gain 6 temporary hit points.
Special (Marked Scourge): Once per round, you can add 6 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35), and an enemy adjacent to you other than the target takes 6 radiant damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 6 radiant damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Radiant, Weapon
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35), and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Radiant, Weapon
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35).

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Radiant, Weapon
Attack: +24 vs. Fortitude
Hit: 1d10+25 radiant damage (crit 4d6+35), and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Utility Power: Guided Shot, Perception Utility 6, Dragon Magazine #379, page 13
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
Immediate Interrupt * Close burst 10 * Trigger: An ally within 10 squares of you misses with an attack against AC * Target: The triggering ally in burst
Effect: The target's attack is made against Reflex instead of AC.

Encounter Utility Power: Into the Fray, Fighter Utility 10, Player's Handbook, page 12
You unleash a fierce battle cry as you leap boldly into the fray.
Minor Action * Personal * Martial
Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

Encounter Utility Power: Cleansing Earth, Warden Utility 16, Player's Handbook 2, page 161
Even as harm befalls you, you draw on the earth for the strength to shrug it off.
Immediate Reaction * Personal * Trigger: You are subjected to an effect that a save can end * Primal
Effect: You make a saving throw against the triggering effect with a +6 power bonus.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 4.

Encounter Attack Power: Guardian's Pounce, Warden Attack 7, Primal Power, page 97
In a blur of movement, you attack an enemy that closes with your ally.
Immediate Reaction * Melee 1 * Trigger: An enemy enters a square adjacent to an ally within 9 squares of you on its turn * Primal, Radiant, Weapon
Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack.
Target: The triggering enemy
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35), and the target takes a -5 penalty to attack rolls until the end of its turn.

Encounter Attack Power: All Bets Are Off, Pit Fighter Attack 11, Player's Handbook, page 88
After landing a solid blow, you belt your enemy in the face with your fist.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +24 vs. AC
Hit: 2d10+25 radiant damage (crit 4d6+45). Make a secondary attack against the same target.
Secondary Attack: +26 vs. AC
Hit: 1d6+25 radiant damage (crit 4d6+31), and the target is dazed until the end of your next turn.

Encounter Attack Power: Storm of Blows, Fighter Attack 13, Player's Handbook, page 82
You duck and weave between your enemies while slashing at them ferociously.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35).
Effect: After the attack, you can shift 2 squares and repeat the attack against another target within reach. You can then shift 2 squares and repeat the attack against a third target within reach. After the final attack, you can shift 2 squares.

Encounter Attack Power: Revel in Pain, Fighter Attack 17, Dragon Magazine #381, Power Play: Martial
You grin widely as you focus the pain your foe wrought upon you and use it to move toward it with the hope of returning the pain.
Immediate Reaction * Melee 1 * Trigger: An enemy within 4 squares of you damages you with an attack * Target: The triggering creature * Martial, Radiant, Weapon
Effect: You can move your speed to a space adjacent to the target. If you do, you can make the following attack against the target.
Attack: +24 vs. AC
Hit: 2d10+25 radiant damage (crit 4d6+45), and you gain temporary hit points equal to half the damage of the triggering attack.

Daily Attack Power: Rain of Steel, Fighter Attack 5, Player's Handbook, page 79
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Minor Action * Personal * Martial, Radiant, Stance, Weapon
Effect: Any enemy that starts its turn adjacent to you takes 1d10+19 radiant damage, as long as you are able to make opportunity attacks.

Daily Attack Power: Unyielding Avalanche, Fighter Attack 15, Player's Handbook, page 22
You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.
Minor Action * Personal * Healing, Martial, Radiant, Stance, Weapon
Effect: You gain regeneration 1, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1d10+19 radiant damage and is slowed until the end of your next turn, as long as you are able to make opportunity attacks.

Daily Attack Power: Form of the Avalanche Unleashed, Warden Attack 15, Primal Power, page 99
You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.
Minor Action * Personal * Polymorph, Primal, Radiant
Effect: You assume the guardian form of the avalanche unleashed until the end of the encounter. While you are in this form, you gain resist 5 to all damage. In addition, each enemy that starts its turn within 2 squares of you is slowed until the start of its next turn.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Melee 1 * Target: One creature
Attack: +24 vs. AC
Hit: 1d10+25 radiant damage (crit 4d6+35), and you knock the target prone. The target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).

Daily Utility Power: Deadly Payback, Pit Fighter Utility 12, Player's Handbook, page 88
You react viciously to an enemy that just hurt you.
Immediate Reaction * Personal * Trigger: You take damage from a melee attack * Martial, Weapon
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

Daily Feature: Virtue's Touch, Paladin Feature, Divine Power, page 82
Your gentle touch removes affliction.
Minor Action * Melee touch * Target: One creature * Divine
Effect: You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.

Analysis, Level 19



Your feats at this level are nothing of particular note, though +10 hit points and a +1 bonus to Fortitude, Reflex, and Will from Toughness and Paragon Defenses respectively are not to be disdained. The main attraction for you would be the Dirty Fighting paragon path feature that you have received, which allows you to "[increase] the damage you deal when using a weapon by a number equal to your Wisdom modifier (minimum +1)". For the sake of avoiding rules arguments, we shall assume that this affects only damage rolls and does not apply to static damage or ongoing damage, such as those from Cleave and Cruel Cut Style. In any case, this spike in our damage output shall aid us greatly.

You have since sold and replaced your Displacer Earthhide +3, but now, you have an even more optimal piece of apparel, Great Cat Stalkerhide +4. This allows you to shift 1 additional square whenever you shift. In other words, you can shift 2 squares as a move action, shift Wisdom modifier (+6) + 1 squares using Wildblood Speed, and shift 2 squares after each attack of Storm of Blows. In addition, whenever you shift, Davros Elden's Defensive Step causes you to gain a +1 item bonus to AC and Reflex. This is lovely for your mobility. Also in your panoply of equipment at this level would be a Resplendent Cloak +4, which grants you and your allies a +2 bonus to Will against a variety of debilitating, Will-targeting effects popular amongst monsters, especially dragons with their Frightful Presence. A heroic-tier Belt of Vim and a heroic-tier Circlet and Indomitability increase your Fortitude and Will, and Gauntlets of Blood +4 should beef up your damage output even further against bloodied opponents. A paragon-tier Heavy Shield of Deflection grants you resist 5 to all damage against ranged attacks, ablating the pain you regularly receive from artillery and controller monster. You now have two sets of Dice of Auspicious Fortune too. Roll both of these pairs at the start of each day, expending your two magic item daily uses and storing six d20 roll results. Up to twice per encounter, you can then replace any one of your d20 rolls with a stored result, thereby ensuring and standardizing success with your attack rolls and saving throws.

Cleansing Earth is useful for getting rid of a pesky condition such as slowed or immobilized the moment it hits you, though it cannot do anything about dazed, dominated, or stunned. Revel in Pain replaces Parry and Riposte. This new encounter attack power of yours is essentially an upgraded version of the old power, as it allows you to move before your attack and gain a hefty chunk of temporary hit points as well, all while marking the target nevertheless. Form of Mountain's Thunder and Form of the Oak Sentinel are both replaced by Unyielding Avalanche and Form of the Avalanche Unleashed. The former is your second "waterfall of damage" stance, which should inflict absurd amounts of radiant damage by now, that also boosts your survivability and slows your adversaries. The latter similarly increases your resilience through more direct means (resist 5 to all damage) and likewise slows your enemies, but the main attraction comes in the form of its attack stunning (save ends) and knocking prone on a hit, and dazing (save ends) on a miss.

Snapshot, Level 24



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153
Paragon Path: Pit Fighter, Player's Handbook, pages 87-88
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores: Strength 23+2+2, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 10
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Martial Freedom, Martial Power, page 138
Heroic Feat: Toughness, Player's Handbook, page 201
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Heroic Feat: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Heroic Feat: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201
Paragon Feat: Honored Foe, Divine Power, page 139
Paragon Feat: Marked Scourge, Martial Power, page 144
Paragon Feat: Wildblood Speed, Player's Handbook 2, page 193
Epic Feat: Epic Reflexes, Player's Handbook 2, page 194
Epic Feat: Martial Resolve, Martial Power, page 147
Epic Feat: Paladin's Truth, Divine Power, page 141
Epic Feat: Robust Defenses, Player's Handbook 2, page 194
Multiclass Feat: Soldier of Virtue, Divine Power, page 144

Main Hand: Radiant Bastard Sword +5 (Level 25, Free), Adventurer's Vault, page 76
Main Shard: Siberys Shard of Radiance +5 (Level 23, Free), Eberron Player's Guide, page 112
Armor: Great Cat Stalkerhide +5 (Level 24, Free), Adventurer's Vault 2, page 9
Neck: Amulet of Protection +5 (Level 21, 225,000 gp), Player's Handbook, page 249
Arms: Paragon-Tier Heavy Shield of Deflection (Level 12, 13,000 gp), Player's Handbook, page 245
Hands: Gauntlets of Blood +4 (Level 14, 21,000 gp), Adventurer's Vault 2, page 58
Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp), Adventurer's Vault, page 139
Feet: Heroic-Tier Boots of Quickness (Level 8, 3,400 gp), Adventurer's Vault, page 126
Ring: Ring of Personal Gravity (Level 16, 45,000 gp), Adventurer's Vault, page 159
Ring: Ring of the Radiant Storm (Level 17, 65,000 gp), Adventurer's Vault 2, page 115
Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
Loose Change: 12,000 gp

Initiative: +13 (12 half level + 1 Dexterity modifier)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 35 (10 base + 12 half level + 8 Wisdom modifier + 5 training)
Passive Perception: 35 (10 base + 12 half level + 8 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Insight, Perception
Languages: Common, choice of one other

Hit Points: 183 (154 fighter|warden + 14 Constitution score + 15 Toughness)
Bloodied: 91
Healing Surge Value: 45
Healing Surges per Day: 11 (9 fighter|warden + 2 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

AC: 42 (10 base + 12 half level + 5 enhancement + 8 Wisdom modifier + 4 darkhide + 2 heavy shield + 1 Armor Optimization)
Fortitude: 40 (10 base + 12 half level + 5 enhancement + 8 Strength modifier + 1 stalkerhide + 1 class + 2 feat + 1 Belt of Vim)
Reflex: 38 (10 base + 12 half level + 5 enhancement + 2 Intelligence modifier + 2 heavy shield + 6 feat + 1 Boots of Quickness)
Will: 39 (10 base + 12 half level + 5 enhancement + 8 Wisdom modifier + 1 class + 2 feat + 1 Circlet of Indomitability)
Resist (Paragon-Tier Heavy Shield of Deflection): 5 against all ranged attacks
Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
Special (Ring of Personal Gravity): When an effect forces you to move through a pull, a push, or a slide, you can move 1 less square than the effect specifies.
Saving Throws (Martial Freedom): +5 against slowed and immobilized.
Saving Throws (Martial Resolve): Make saving throws against dazed, immobilized, slowed, stunned, and weakened both at the start and at the end of your turn.


Attack Bonus (Weapon): +30 (12 half level + 5 enhancement + 8 Strength modifier + 3 proficiency + 2 Weapon Expertise)
Damage Bonus (Weapon, Melee): +24 (5 enhancement + 8 Strength modifier + 3 Weapon Focus + 8 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance): +16 (5 enhancement + 3 Weapon Focus + 8 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Melee, Radiant): +34 (5 enhancement + 8 Strength modifier + 3 Weapon Focus + 5 Radiant Weapon + 5 Siberys Shard of Radiance + 8 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance, Radiant): +26 (5 enhancement + 3 Weapon Focus + 5 Radiant Weapon + 5 Siberys Shard of Radiant + 8 Wisdom modifier [Dirty Fighting])
Special (Gauntlets of Blood +4): You gain a +4 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
Special (Marked Scourge): Once per round, you can add 8 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Extra Damage Action): When you spend an action point to take an extra action, you also add 12 to the damage dealt by any of your standard action attacks this turn.
Special (Paladin's Truth): You ignore the resistances and immunities of any enemy marked by you.
Special (Ring of the Radiant Storm): You roll twice and take either result for the damage rolls of lightning and radiant powers.

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power or pit fighter power (Cleave, All Bets Are Off, Storm of Blows, Revel in Pain, Lion of Battle), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Free Action (Wildblood Speed): When any enemy marked by you makes an attack that doesn't include you as a target, you can shift 9 squares as a free action. You should use this before attacking with Warden's Fury or using Warden's Grasp.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -8 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.
Special (Honored Foe): When an enemy marked by you damages you, you gain 8 temporary hit points.
Special (Marked Scourge): Once per round, you can add 8 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Paladin's Truth): You ignore the resistances and immunities of any enemy marked by you.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +30 vs. AC
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result, and an enemy adjacent to you other than the target takes 8 radiant damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 8 radiant damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Radiant, Weapon
Attack: +30 vs. AC
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result, and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Radiant, Weapon
Attack: +30 vs. AC
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result.

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Radiant, Weapon
Attack: +30 vs. Fortitude
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result, and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Utility Power: Guided Shot, Perception Utility 6, Dragon Magazine #379, page 13
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
Immediate Interrupt * Close burst 10 * Trigger: An ally within 10 squares of you misses with an attack against AC * Target: The triggering ally in burst
Effect: The target's attack is made against Reflex instead of AC.

Encounter Utility Power: Into the Fray, Fighter Utility 10, Player's Handbook, page 12
You unleash a fierce battle cry as you leap boldly into the fray.
Minor Action * Personal * Martial
Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

Encounter Utility Power: Cleansing Earth, Warden Utility 16, Player's Handbook 2, page 161
Even as harm befalls you, you draw on the earth for the strength to shrug it off.
Immediate Reaction * Personal * Trigger: You are subjected to an effect that a save can end * Primal
Effect: You make a saving throw against the triggering effect with a +8 power bonus.

Encounter Utility Power: Inspired Resurgence, Fighter Utility 22, Martial Power, page 18
Flush with success, you take a deep breath and relocate for your next attack.
Free Action * Personal * Trigger: An enemy marked by you is reduced to 0 hit points * Healing, Martial
Effect: You can spend a healing surge and shift 4 squares.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 6.

Encounter Attack Power: All Bets Are Off, Pit Fighter Attack 11, Player's Handbook, page 88
After landing a solid blow, you belt your enemy in the face with your fist.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +30 vs. AC
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result. Make a secondary attack against the same target.
Secondary Attack: +32 vs. AC
Hit: 1d6+34 radiant damage (crit 5d6+40), roll damage twice and take either result, and the target is dazed until the end of your next turn.

Encounter Attack Power: Storm of Blows, Fighter Attack 13, Player's Handbook, page 82
You duck and weave between your enemies while slashing at them ferociously.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +30 vs. AC
Hit: 1d10+35 radiant damage (crit 5d6+55), roll damage twice and take either result.
Effect: After the attack, you can shift 2 squares and repeat the attack against another target within reach. You can then shift 2 squares and repeat the attack against a third target within reach. After the final attack, you can shift 2 squares.

Encounter Attack Power: Revel in Pain, Fighter Attack 17, Dragon Magazine #381, Power Play: Martial
You grin widely as you focus the pain your foe wrought upon you and use it to move toward it with the hope of returning the pain.
Immediate Reaction * Melee 1 * Trigger: An enemy within 4 squares of you damages you with an attack * Target: The triggering creature * Martial, Radiant, Weapon
Effect: You can move your speed to a space adjacent to the target. If you do, you can make the following attack against the target.
Attack: +30 vs. AC
Hit: 2d10+34 radiant damage (crit 5d6+54), roll damage twice and take either result, and you gain temporary hit points equal to half the damage of the triggering attack.

Encounter Attack Power: Startling Savagery, Warden Attack 23, Player's Handbook 2, page 163
Your savage attack leaves your foe staggering, while power courses through your blood to enhance your next assault.
Standard Action * Melee 1 * Target: One creature * Primal, Weapon
Attack: +30 vs. AC
Hit: 3d10+34 radiant damage (crit 5d6+64), roll damage twice and take either result, and until the end of your next turn, the target is dazed and you gain a +8 power bonus to attack rolls.

Daily Attack Power: Rain of Steel, Fighter Attack 5, Player's Handbook, page 79
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Minor Action * Personal * Martial, Radiant, Stance, Weapon
Effect: Any enemy that starts its turn adjacent to you takes 1d10+26 radiant damage, roll damage twice and use either result, as long as you are able to make opportunity attacks.

Daily Attack Power: Unyielding Avalanche, Fighter Attack 15, Player's Handbook, page 22
You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.
Minor Action * Personal * Healing, Martial, Radiant, Stance, Weapon
Effect: You gain regeneration 2, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1d10+26 radiant damage, roll damage twice and take either result, and is slowed until the end of your next turn, as long as you are able to make opportunity attacks.

Daily Attack Power: Form of the Avalanche Unleashed, Warden Attack 15, Primal Power, page 99
You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.
Minor Action * Personal * Polymorph, Primal, Radiant
Effect: You assume the guardian form of the avalanche unleashed until the end of the encounter. While you are in this form, you gain resist 5 to all damage. In addition, each enemy that starts its turn within 2 squares of you is slowed until the start of its next turn.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Melee 1 * Target: One creature
Attack: +30 vs. AC
Hit: 1d10+34 radiant damage (crit 5d6+44), roll damage twice and take either result, and you knock the target prone. The target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).

Daily Attack Power: Lion of Battle, Pit Fighter Attack 20, Player's Handbook, page 88
You skewer yet another unworthy foe and let loose a terrifying roar of triumph when he falls.
Standard Action * Melee 1 * Target: One creature * Fear, Martial, Radiant, Weapon
Attack: +30 vs. AC
Hit: 4d10+34 radiant damage (crit 4d6+74), roll damage twice and take either result. If the target was bloodied before the attack it instead takes 6d10+38 radiant damage (crit 4d6+98), roll damage twice and take either result.
Miss: Half damage.
Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack.
Secondary Target: Each enemy within 5 squares of you
Secondary Attack: +30 vs. Will
Hit: The target moves its speed away from you.

Daily Utility Power: Deadly Payback, Pit Fighter Utility 12, Player's Handbook, page 88
You react viciously to an enemy that just hurt you.
Immediate Reaction * Personal * Trigger: You take damage from a melee attack * Martial, Weapon
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

Daily Feature: Virtue's Touch, Paladin Feature, Divine Power, page 82
Your gentle touch removes affliction.
Minor Action * Melee touch * Target: One creature * Divine
Effect: You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.

Analysis, Level 24



Are you tired of angels ruining your day with their migraine-inducing radiant resistance? Do you wish you could deal full damage to insubstantial creatures rather than flail about throwing half damage? Not any more. With the Paladin's Truth epic feat, you can outright ignore any resistances and immunities of enemies you have marked, so declare a Nature's Wrath against any enemy you suspect of having radiant resistance or the insubstantial quality before attacking it. You should also have Martial Resolve and Martial Freedom by now, allowing you to make saving throws against dazed, stunned, weakened, slowed, and immobilized both at the start of your turn and at the end, and you even receive a +5 bonus to saving throws against the latter two conditions. Be free, wise wolf. Epic Reflexes should help repair your horrible Reflex defense, and Robust Defenses gives all of your non-AC defenses a good boost too. Thanks to your Divine Spark epic destiny feature, your Strength and Wisdom should be tremendously high, and Divine Recovery is a free, surgeless auto-life once a day.

Aside from your usual item upgrades, including a Radiant Bastard Sword +6 and a Siberys Shard of Radiance +5, you have replaced your Acrobat Boots with heroic-tier Boots of Quickness to shore up your weak Reflex, and you also have a Ring of Personal Gravity for reducing the effect of forced movement against you. A Ring of the Radiant Storm enables you to roll twice for the damage rolls of virtually all of your powers and take the higher result, and with the increased [W] damage at the epic tier, this is yet another superb damage boost for you. Lastly, you now possess a third set of Dice of Auspicious Fortune, resulting in an even greater degree of probability control.

Inspired Resurgence is a useful utility power that takes some of the onus of healing away from the party leader, and that also comes with a handy shift for repositioning. Hitting with your Startling Savagery level 23 encounter power, which replaces Guardian's Pounce, dazes the target and grants you your Wisdom modifier (+8) as a power bonus to attack rolls until the end of your next turn, which is more or less madness. The Lion of Battle daily power ("Arrroooooo!") lets you easily finished off a bloodied monster, and the icing on the cake comes when you mark every enemy within 5 squares and cause all adjacent enemies to eat opportunity attacks from you as they move away.

Snapshot, Level 29



Race: Longtooth Shifter, Player's Handbook 2, pages 16-17
Class: Fighter|Warden, Dragon Magazine #375, pages 94 and 102
Guardian Might: Wildblood, Player's Handbook 2, page 153
Paragon Path: Pit Fighter, Player's Handbook, pages 87-88
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores: Strength 24+2+2, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 10
Heroic Feat: Cruel Cut Style, Dragon Magazine #373, page 17
Heroic Feat: Hybrid Talent (Guardian Might), Dragon Magazine #375, page 88
Heroic Feat: Martial Freedom, Martial Power, page 138
Heroic Feat: Toughness, Player's Handbook, page 201
Heroic Feat: Weapon Expertise (Heavy Blades), Player's Handbook 2, page 190
Heroic Feat: Weapon Focus (Heavy Blades), Player's Handbook, page 201
Heroic Feat: Weapon Proficiency (Bastard Sword), Player's Handbook, page 201
Paragon Feat: Honored Foe, Divine Power, page 139
Paragon Feat: Marked Scourge, Martial Power, page 144
Paragon Feat: Wildblood Speed, Player's Handbook 2, page 193
Epic Feat: Epic Fortitude, Player's Handbook 2, page 194
Epic Feat: Epic Reflexes, Player's Handbook 2, page 194
Epic Feat: Epic Will, Player's Handbook 2, page 194
Epic Feat: Martial Resolve, Martial Power, page 147
Epic Feat: Paladin's Truth, Divine Power, page 141
Epic Feat: Robust Defenses, Player's Handbook 2, page 194
Multiclass Feat: Soldier of Virtue, Divine Power, page 144

Main Hand: Radiant Bastard Sword +6 (Level 30, Free), Adventurer's Vault, page 76
Main Shard: Siberys Shard of Radiance +5 (Level 23, 425,000 gp), Eberron Player's Guide, page 112
Armor: Great Cat Elderhide +6 (Level 29, Free), Adventurer's Vault 2, page 9
Neck: Resplendent Cloak +6 (Level 28, Free), Player's Handbook, page 249
Arms: Epic-Tier Heavy Shield of Deflection (Level 22, 325,000 gp), Player's Handbook, page 245
Hands: Gauntlets of Blood +6 (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
Head: Paragon-Tier Circlet of Indomitability (Level 8, 85,000 gp), Adventurer's Vault, page 139
Feet: Fey Warrior's Boots (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
Ring: Ring of Personal Gravity (Level 16, 45,000 gp), Adventurer's Vault, page 159
Ring: Ring of the Radiant Storm (Level 17, 65,000 gp), Adventurer's Vault 2, page 115
Waist: Paragon-Tier Belt of Vim (Level 8, 85,000 gp), Adventurer's Vault, page 164
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
Loose Change: 11,200 gp

Initiative: +15 (14 half level + 1 Dexterity modifier)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 38 (10 base + 14 half level + 9 Wisdom modifier + 5 training)
Passive Perception: 38 (10 base + 14 half level + 9 Wisdom modifier + 5 training)
Trained Skills: Athletics (+2 racial), Endurance (+2 racial), Insight, Perception
Languages: Common, choice of one other

Hit Points: 207 (178 fighter|warden + 14 Constitution score + 15 Toughness)
Bloodied: 103
Healing Surge Value: 51
Healing Surges per Day: 11 (9 fighter|warden + 2 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

AC: 47 (10 base + 14 half level + 6 enhancement + 9 Wisdom modifier + 5 elderhide + 2 heavy shield + 1 Armor Optimization)
Fortitude: 48 (10 base + 14 half level + 6 enhancement + 9 Strength modifier + 1 class + 6 feat + 2 Belt of Vim)
Reflex: 42 (10 base + 14 half level + 6 enhancement + 2 Intelligence modifier + 2 heavy shield + 6 feat + 2 Fey Warrior's Boots)
Will: 48 (10 base + 14 half level + 6 enhancement + 9 Wisdom modifier + 1 class + 6 feat + 2 Circlet of Indomitability)
Resist (Epic-Tier Heavy Shield of Deflection): 10 against all ranged attacks
Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
Special (Ring of Personal Gravity): When an effect forces you to move through a pull, a push, or a slide, you can move 1 less square than the effect specifies.
Special (Resplendent Cloak +6): You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.
Special (Fey Warrior's Boots): When an attack misses you, you can teleport 3 squares as an immediate reaction.
Saving Throws (Martial Freedom): +5 against slowed and immobilized.
Saving Throws (Martial Resolve): Make saving throws against dazed, immobilized, slowed, stunned, and weakened both at the start and at the end of your turn.

Attack Bonus (Weapon): +35 (14 half level + 6 enhancement + 9 Strength modifier + 3 proficiency + 3 Weapon Expertise)
Damage Bonus (Weapon, Melee): +27 (6 enhancement + 9 Strength modifier + 3 Weapon Focus + 9 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance): +18 (6 enhancement + 3 Weapon Focus + 9 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Melee, Radiant): +38 (6 enhancement + 9 Strength modifier + 3 Weapon Focus + 6 Radiant Weapon + 5 Siberys Shard of Radiance + 9 Wisdom modifier [Dirty Fighting])
Damage Bonus (Weapon, Stance, Radiant): +29 (6 enhancement + 3 Weapon Focus + 6 Radiant Weapon + 5 Siberys Shard of Radiant + 9 Wisdom modifier [Dirty Fighting])
Special (Gauntlets of Blood +6): You gain a +6 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
Special (Marked Scourge): Once per round, you can add 9 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Extra Damage Action): When you spend an action point to take an extra action, you also add 14 to the damage dealt by any of your standard action attacks this turn.
Special (Paladin's Truth): You ignore the resistances and immunities of any enemy marked by you.
Special (Ring of the Radiant Storm): You roll twice and take either result for the damage rolls of lightning and radiant powers.

Marking (Combat Challenge [Hybrid]): Whenever you attack an enemy with a fighter power or pit fighter power (Cleave, All Bets Are Off, Revel in Pain, Lion of Battle), whether the attack hits or misses, you can mark the target until the end of your next turn.
Marking (Nature's Wrath [Hybrid]): Once per turn as a free action, you can mark one adjacent enemy until the end of your next turn.
Immediate Interrupt (Melee Basic Attack): When an enemy marked by you is adjacent to you and shifts, you can make a melee basic attack against it as an immediate interrupt.
Immediate Interrupt (Warden's Fury): When an enemy marked by you makes an attack that does not include you as a target, you can use Warden's Fury against it as an immediate interrupt.
Immediate Reaction (Warden's Grasp): When an enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target, you can use Warden's Grasp against it as an immediate reaction.
Free Action (Wildblood Speed): When any enemy marked by you makes an attack that doesn't include you as a target, you can shift 10 squares as a free action. You should use this before attacking with Warden's Fury or using Warden's Grasp.
Special (Guardian Might [Wildblood]): When you use your second wind, each enemy marked by you takes an additional -9 penalty to attack rolls for attacks that don't include you as a target until the end of your next turn.
Special (Honored Foe): When an enemy marked by you damages you, you gain 9 temporary hit points.
Special (Marked Scourge): Once per round, you can add 9 to a damage roll against an enemy marked by you. This extra damage is not included in the power descriptions below.
Special (Paladin's Truth): You ignore the resistances and immunities of any enemy marked by you.

At-Will Attack Power: Cleave, Fighter Attack 1, Player's Handbook, page 77
You hit one enemy, then cleave into another.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +35 vs. AC
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result, and an enemy adjacent to you other than the target takes 9 radiant damage. If no other enemies are adjacent to the target when you hit the target, the taret takes ongoing 9 radiant damage (save ends).

At-Will Attack Power: Thorn Strike, Warden Attack 1, Player's Handbook 2, page 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Standard Action * Melee 2 * Target: One creature * Primal, Radiant, Weapon
Attack: +35 vs. AC
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result, and you pull the target 1 square.

At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
You resort to the simple attack you learned when you first picked up a melee weapon.
Standard Action * Melee 1 * Target: One creature * Radiant, Weapon
Attack: +35 vs. AC
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result.

At-Will Feature: Warden's Fury, Warden Feature, Player's Handbook 2, page 154
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
Immediate Interrupt * Melee 1 * Trigger: An enemy marked by you makes an attack that does not include you as a target * Target: The triggering enemy * Primal, Radiant, Weapon
Attack: +35 vs. Fortitude
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result, and the target grants combat advantage to you and your allies until the end of your next turn.

At-Will Feature: Warden's Grasp, Warden Feature, Player's Handbook 2, page 154
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
Immediate Reaction * Close burst 5 * Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target * Target: The triggering enemy in burst * Primal
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

At-Will Utility Power: Pass Forward, Fighter Utility 2, Martial Power, page 10
With perfect timing, you slip by your foe without dropping your guard.
Move Action * Personal * Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Utility Power: Guided Shot, Perception Utility 6, Dragon Magazine #379, page 13
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
Immediate Interrupt * Close burst 10 * Trigger: An ally within 10 squares of you misses with an attack against AC * Target: The triggering ally in burst
Effect: The target's attack is made against Reflex instead of AC.

Encounter Utility Power: Into the Fray, Fighter Utility 10, Player's Handbook, page 12
You unleash a fierce battle cry as you leap boldly into the fray.
Minor Action * Personal * Martial
Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

Encounter Utility Power: Cleansing Earth, Warden Utility 16, Player's Handbook 2, page 161
Even as harm befalls you, you draw on the earth for the strength to shrug it off.
Immediate Reaction * Personal * Trigger: You are subjected to an effect that a save can end * Primal
Effect: You make a saving throw against the triggering effect with a +9 power bonus.

Encounter Utility Power: Inspired Resurgence, Fighter Utility 22, Martial Power, page 18
Flush with success, you take a deep breath and relocate for your next attack.
Free Action * Personal * Trigger: An enemy marked by you is reduced to 0 hit points * Healing, Martial
Effect: You can spend a healing surge and shift 4 squares.

Encounter Racial Power: Longtooth Shifting, Shifter Racial Power, Player's Handbook 2, page 16
You unleash the beast within and take on a savage countenance.
Minor Action * Personal * Requirement: You must be bloodied. * Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 6.

Encounter Attack Power: All Bets Are Off, Pit Fighter Attack 11, Player's Handbook, page 88
After landing a solid blow, you belt your enemy in the face with your fist.
Standard Action * Melee 1 * Target: One creature * Martial, Radiant, Weapon
Attack: +35 vs. AC
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result. Make a secondary attack against the same target.
Secondary Attack: +32 vs. AC
Hit: 1d6+38 radiant damage (crit 6d6+44), roll damage twice and take either result, and the target is dazed until the end of your next turn.

Encounter Attack Power: Revel in Pain, Fighter Attack 17, Dragon Magazine #381, Power Play: Martial
You grin widely as you focus the pain your foe wrought upon you and use it to move toward it with the hope of returning the pain.
Immediate Reaction * Melee 1 * Trigger: An enemy within 4 squares of you damages you with an attack * Target: The triggering creature * Martial, Radiant, Weapon
Effect: You can move your speed to a space adjacent to the target. If you do, you can make the following attack against the target.
Attack: +35 vs. AC
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result, and you gain temporary hit points equal to half the damage of the triggering attack.

Encounter Attack Power: Startling Savagery, Warden Attack 23, Player's Handbook 2, page 163
Your savage attack leaves your foe staggering, while power courses through your blood to enhance your next assault.
Standard Action * Melee 1 * Target: One creature * Primal, Weapon
Attack: +35 vs. AC
Hit: 3d10+38 radiant damage (crit 6d6+68), roll damage twice and take either result, and until the end of your next turn, the target is dazed and you gain a +9 power bonus to attack rolls.

Encounter Attack Power: Screaming Wind Strike, Warden Attack 27, Player's Handbook 2, page 164
Howling winds swirl around your foe and trap it in a whirling prison.
Standard Action * Melee 1 * Target: One creature * Primal, Radiant, Weapon
Hit: 2d10+38 radiant damage (crit 6d6+58), roll damage twice and take either result, and the target is stunned until the end of your next turn.

Daily Attack Power: Form of the Avalanche Unleashed, Warden Attack 15, Primal Power, page 99
You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.
Minor Action * Personal * Polymorph, Primal, Radiant
Effect: You assume the guardian form of the avalanche unleashed until the end of the encounter. While you are in this form, you gain resist 5 to all damage. In addition, each enemy that starts its turn within 2 squares of you is slowed until the start of its next turn.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action * Melee 1 * Target: One creature
Attack: +35 vs. AC
Hit: 1d10+38 radiant damage (crit 6d6+48), roll damage twice and take either result, and you knock the target prone. The target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).

Daily Attack Power: Lion of Battle, Pit Fighter Attack 20, Player's Handbook, page 88
You skewer yet another unworthy foe and let loose a terrifying roar of triumph when he falls.
Standard Action * Melee 1 * Target: One creature * Fear, Martial, Radiant, Weapon
Attack: +35 vs. AC
Hit: 4d10+38 radiant damage (crit 6d6+78), roll damage twice and take either result. If the target was bloodied before the attack it instead takes 6d10+44 radiant damage (crit 6d6+104), roll damage twice and take either result.
Miss: Half damage.
Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack.
Secondary Target: Each enemy within 5 squares of you
Secondary Attack: +35 vs. Will
Hit: The target moves its speed away from you.

Daily Attack Power: Reaper's Stance, Fighter Attack 25, Player's Handbook, page 85
Every enemy within your reach falls victim to the ruthless precision of your attacks and suffers bleeding wounds.
Minor Action * Personal * Martial, Radiant, Stance, Weapon
Effect: Whenever you use a fighter power (Cleave, Revel in Pain), you can score a critical hit on a roll of 19-20, and you gain a +1 power bonus to damage rolls. Any enemy that starts its turn adjacent to you takes 1d10+29 radiant damage, roll damage twice and take either result, and ongoing 10 radiant damage (save ends), as long as you are able to make opportunity attacks.

Daily Attack Power: Force the Battle, Fighter Attack 29, Player's Handbook, page 86
With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies' thoughts from conquest to survival.
Minor Action * Personal * Martial, Radiant, Stance, Weapon
Effect: You deal an additional 1d10 radiant damage with your at-will and encounter fighter powers (Cleave, Revel in Pain). If an enemy starts its turn adjacent to you, you can use an at-will fighter power (Cleave) against it as a free action at the start of its turn, as long as you are able to make opportunity attacks.

Daily Utility Power: Deadly Payback, Pit Fighter Utility 12, Player's Handbook, page 88
You react viciously to an enemy that just hurt you.
Immediate Reaction * Personal * Trigger: You take damage from a melee attack * Martial, Weapon
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

Daily Feature: Virtue's Touch, Paladin Feature, Divine Power, page 82
Your gentle touch removes affliction.
Minor Action * Melee touch * Target: One creature * Divine
Effect: You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.

Analysis, Level 29



Epic Fortitude and Epic Will may be moderately boring feats, but they do brush up those two defenses in preparation for nasty solo monsters such as Orcus, Graz'zt, Demogorgon, and Dagon who can otherwise effortlessly debilitate you by attacking Fortitude and Will. By now, your Strength and Wisdom scores should both be at their peak of 28, for a +9 modifier, and you are nearing the zenith of your power that is level 30.

Not much has changed with regards to your magic items, though you do have your Respledent Cloak +6 back, your Belt of Vim and your Circlet of Indomitability are now in their paragon-tier incarnations, and your Gauntlets of Blood, your Great Cat Elderhide, and your Radiant Bastard Sword now each have a +6 enhancement bonus. Your shield is now an epic-tier Heavy Shield of Deflection as well, conferring unto you a hefty resist 10 against all ranged attacks. If you have an immediate reaction to spare, you can use your new Fey Warrior's Boots to teleport 3 squares, another useful tool in your mobility array.

Your level 26 utility power is obviously going to depend on the epic destiny that you have chosen. Divine Regeneration of the Demigod is never a bad choice for the titanic regeneration it confers, Anthem of Progress of the Chosen of Erathis turns the at-will attacks of you and your allies into engines of destruction with 16-20 critical threat ranges, Unerring Foreknowledge of the Chosen of Ioun distributes free standard actions across your allies, and Test of Strength of the Chosen of Kord is more or less a guaranteed free melee basic attack followed by a standard action attack with a +4 power bonus to the attack roll for you. By cashing in Storm of Blows, you gain access to Screaming Wind Strike, an effective encounter power that stuns the target, and since it is a Weapon keyword attack that targets Reflex, it is quite accurate. You give up Rain of Steel and Unyielding Avalanche at this point for the ungodly daily powers that are Reaper's Stance and Force the Battle. The former enables you to devastate enemies starting their turn adjacent to you with heavy radiant damage and ongoing radiant damage, and it increases your critical range for Cleave and Revel in Pain to 19-20 too. The latter, on the other hand, adds +1d10 to the damage of Cleave and Revel in Pain and also allows you to use Cleave as a free action against an enemy that starts its turn adjacent to you, and you can probably conjecture for yourself what this results in.

That would cover just about everything. Thank you for reading through this thread.
Ignore this post.
     I'm on my way out the door so I only had time to skim, but it looks like a good one!  Definitely looks fun to play.  The only issue I have at this time is to point out that Iron Armbands of Power and Radiant Weapon both give item bonuses to damage, so you'll want to be swapping one of those out.  Cheers and good luck with it!
(I employ zie/zie/zir as a gender-neutral counterpart to he/him/his. Just a heads-up.) Essentials definitely isn't for me as a player, and I feel that its design and implementation bear serious flaws which fill me with concern for the future of D&D, but I've come to the conclusion that it isn't going to destroy the game that I want to play. Indeed, I think that I could probably run a game for players using Essentials characters without it being much of a problem at all. Time will tell, I suppose.
This is probably the most in depth character guides i have ever seen. Amazing. I am very impressed with the work you've done. I was looking for a way to have a longtooth shifter fighter in a party and not be cliche. Thanks!

    I'm on my way out the door so I only had time to skim, but it looks like a good one!  Definitely looks fun to play.  The only issue I have at this time is to point out that Iron Armbands of Power and Radiant Weapon both give item bonuses to damage, so you'll want to be swapping one of those out.  Cheers and good luck with it!


You are correct. I suppose I shall have to redo this.



Where's that cool picture from?

Oh, and nice build!
Ad! I love you!

I can't wait till I can play Hybrid.. I've been trying to rework this character to fit the current RPGA rules where i can't play Hybrids. Not going to well. :/
I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
I have updated the build snapshots to correct the error regarding the Radiant Weapon and the Iron Armbands of Power.

Where's that cool picture from?



touhou.wikia.com/wiki/Momiji_Inubashiri
safebooru.donmai.us/post?tags=inubashiri...
I also posted this on the Q&A forum, but the answer happens to be of specific interest to this build. So I may as well fish for answers here:

Lawbreaker's Doom (Son of Mercy PP) and Crippling Crush

This seems like a nice, and potentially powerful combo for any damage-based Warden and a reason to multiclass into the class for strikers. But I'm not 100% sure it works. Crippling Crush states:

"When you immobilize or slow an enemy with a weapon attack using a hammer or a mace, that enemy takes extra damage equal to your Constitution modifier."

and Lawbreaker's Doom is a Defender PP ability which allows you to apply this effect to one enemy at a time:

Encounter   bullet.gif     Special
Free Action  



Target: One enemy you just marked.



Effect: Until the end of the encounter, whenever you hit the target with an attack, you deal extra damage equal to your Wisdom modifier and the target is slowed until the end of your next turn.



Special: When the target is reduced to 0 hit points, you regain the use of this power.




I think this ability would allow you to apply Crippling Crush to any attack you make.  What I'm not entirely sure of is if the weapon attack you are making counts as applying the slow effect, triggering the feat. In short, does it?

Very nice build.  I'm not usually very into Hybrids, but this looks like a lot of fun to play.  Maybe I missed it, but did you choose a background?  Off the top of my head, I'd recommend Auspicious Birth or Born Under a Bad Sign for a fairly significant HP boost.
This build also works well for Human. You have to live with 16 WIS to start, of course. Great work.