Bob 2.0 - The Unstoppable Brawler - Brawler/Dreadnought/Undying Warrior

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Bob 2.0 - The Unstoppable Brawler - Brawler/Dreadnought/Undying Warrior


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The previous Bob, Bob the Bloody Brawler, was an extremely durable and thematic Brawler. However, I decided to build something that was slightly more well-rounded, and didn’t use a heritage feat (for those that don’t feel like playing a Vampire and all). As such, Bob 2.0 is a more dangerous beast. Higher defenses, more damage, but most importantly, he is pretty much entirely self-sufficient. Able to remove the vast majority of status effects as well as heal himself, Bob 2.0 specializes in being unstoppable, even without support from the rest of the party. That being said, he is extremely party friendly, able to transfer save ends effects from them at-will.

Like Bob, Bob 2.0 will be using the combination of a Fighting Shield, Boar Tusk Helm, Grasping Javelin and a free hand to wreck havoc. He is always wielding two weapons, his Boar Tusk Helm counts as unarmed. What is being changed is the addition of a Ki Focus to give him an item bonus to attacks against prone/immobilized creatures.

Shout outs:
LDB.
Shaka.
Ogg-Mosh.

Assumptions, fun facts and fighting dirty:

General
1.) You cannot sustain a grab that has an automatic end duration specified. (Source: MP2 FAQ)
2.) When an attack power allows you to grab a target and requires a free hand, that creature goes into a free hand. If you sustain the grab, that hand continues to hold the creature. (Source: RAI)
3.) When an attack power allows you to grab a target and does not require a free hand, that creature is grabbed. This does not take up a free hand, nor does it require a free hand to sustain. You are holding the creature with another means (Source: RAI)

Items
1.) Grasping Weapon encounter ability follows the same logic at GENERAL 3.). The creature is grabbed by the character, but not by using a free hand. The creature does not require a free hand to sustain the grab. (Source: RAI.).
2.) Grasping Weapon can be sheathed and any creature that was grabbed in an attack using the weapon remains grabbed. Unlike many other weapon grabs, Grasping Weapon does not state that the creature is grabbed by the weapon. (Source: RAW. Creatures are grabbed by the character, not the weapon).
4.) Anywhere you see (unarmed) in an attack, you can use any weapon in the unarmed category, not just your fist/spiked gauntlet, even if the power required one hand free. You will be using Boar Tusk Helm for all Weapon and Unarmed attacks.
5.) Brawlers receive a bonus to their AC and Fort when they have a weapon in their MH and their offhand is free. This seems to prevent the use of a shield, thus they were given a Brawler shield feat. However, if you use a Fighting Shield (turns your light/heavy shield into a weapon the offhand property), you are able to use it in your MH. Weapon MH, offhand free = Brawler bonus. Heavy Fighting Shield = +2 shield bonus.
6.) Ki Focus can be used with a weapon for a weapon attack, essentially leaving all the mundane features and using all the magic features of the Ki Focus. You can Ki Focus your Boar Tusk Helm (which lacks a critical strike effect or any other magic properties) and your Fighting Shield (arguably). community.wizards.com/go/thread/view/758...


Level 1 and Discussion

Bob 2, level 1
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Versatile Expertise: Versatile Expertise (Unarmed)
Versatile Expertise: Versatile Expertise (Spear)

FINAL ABILITY SCORES
Str 18, Con 11, Dex 13, Int 8, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.

AC: 18 Fort: 19 Reflex: 12 Will: 14

HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Intimidate +5, Endurance +5, Heal +8, Athletics +9

UNTRAINED SKILLS
Acrobatics +1, Arcana -1, Bluff, Diplomacy, Dungeoneering +3, History -1, Insight +3, Nature +3, Perception +3, Religion -1, Stealth +1, Streetwise, Thievery +1

FEATS
Human: Versatile Expertise
Level 1: Inescapable Hold

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Knockdown Assault
Fighter at-will 1: Shield Feint
Fighter encounter 1: Takedown Attack
Fighter daily 1: Seize and Stab

ITEMS
Scale Armor, Spiked gauntlet (2), Javelin (5)


Discussion:

Human was chosen for the obvious reasons. Extra feat, +1 fort and another at-will, and they get a nice little feat in Paragon called Persistent Threat. 18/16/13/11 are our final stats. I would have liked to use a 20 Str, but MCing assassin requires a 13 in Dex, and we will want 15 Dex at some point anyways. You don’t have a shield yet (next level!), but it’s level one. Grab some creatures. Use a standard action grab one turn, and knock it prone the next (we don’t have pin down yet, but its still a fun thing to do). With two spiked gauntlets, you can keep two creatures on you. 19 fort at level one is a pain to escape, but not impossible.

For power selection, Grappling Strike is a no brainer. Knockdown Assault is a fun move to use a fully grabbed creature, and will get more powerful with Pin Down (prone targets cannot get up until the escape the grab). While we can’t use the third option yet (a shield power), we will be taking either Tide of Iron or Shield Feint. Once we get a shield at level 2, you will need to make a decision. If you have a lot of pits and dangerous terrain, Tide of Iron + the multiple move powers we will be taking will be amazing. Keep in mind that as per RAW, when you use Tide of Iron, the creature is pushed out of your grab reach, ending your grab. I’m pretty sure your DM won’t care as long as you shift forward.

Takedown Attack is a nice opening move, more so if followed by an AP grab or Grappling Strike. Seize and Stab gives you your first full grab attack power. We will be trying to avoid using our standard actions to make a grab attacks, instead opting for weapons/powers that let use grab in addition to the rest of the attack power.

Versatile Expertise and Inescapable Hold are excellent starting feats.


Level 2

Fighter utility 2: Forceful Drag
Feat Level 2: Stout Shield
Magic Items (Expected GP = 1,920):
L3 (680 gp): Talon Amulet +1
L2 (520 gp): Dwarven Scale Armor +1
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,560

Level 2 is a very big level for Bob. Fort, AC and Reflex all gain a +2 shield bonus. You gain Forceful Drag. Fighting Shield is in your Main Hand, and your Spiked Gauntlet is in your off hand, meaning you qualify for both your shield bonus and your Brawler bonus. This also means you don’t have to buy TWD or Brawler Guard. Talon Amulet gives us a nasty daily and an item bonus to damage (with CA), as well as more NADs. Dwarven Scale Armor gives us some low level healing.

Grappling Strike and Forceful Drag are a very powerful combination. Grappling Strike grabs until end of your next turn. Next turn rolls around, drag the mob off to a fire. End your grab (that was ending at the end of the turn anyways) to knock him prone. Grappling Strike again. Mob cries and begins cooking.


Level 3

Fighter encounter 3: Slamming Rush

Slamming Rush gives you another means to grab the poor bastard you have grabbed across the field (preferably into a fire).


Level 4

Feat Level 4: Pin Down

Prone targets can no longer stand up. Remember those mobs we keep dropping in fires? Not going anywhere, even if they break free from the grab (can’t shift while prone, so they would have to spend a second move to stand up). Grabbed the final boss? Knock him prone for -2 to all of his attacks. Not buying anything this level so we can afford Boar Tusk Helm at level 5.


Level 5


Fighter daily 5: Rain of Steel

Magic Items (Expected GP = 4,480):

L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L3 (680 gp): Talon Amulet +1
L2 (520 gp): Dwarven Scale Armor +1
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 4,160

Why waste a feat and a PP to get a 1d10 unarmed attack when you can get it at level 5? Boar Tusk Helm is unarmed, and you will be using it for any weapon attack, and any rider that has (Unarmed). It won’t qualify for (Main Hand) or (Offhand). Now you don’t have to waste your hand slot enchanting your gauntlets (+2 enhancement bonus to damage). Once we pick up our Ki Focus, you wont have to upgrade your Boar Helm again (unless you want a better daily).

Rain of Steel (with a d10 weapon now) + grabs = fun times. The brawler daily is ok, but this is auto hit, and can affect more than one creature.


Level 6

Feat Level 6: Toughness
Fighter utility 6: Daring Shot

Magic Items (Expected GP = 6,400):

L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L3 (680 gp): Talon Amulet +1
L2 (520 gp): Dwarven Scale Armor +1
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 5,960
Toughness gives you more HP. Daring Shot lets you to mass mark. Daring Shot will go well with Come and Get It next level. Grasping Javelin gives you a free grab once per encounter. Combine with Takedown Attack/Knockdown Assault. Perfect way to open up an encounter (move, charge (knocks prone and grabs)). Simply put away the javelin after you use the encounter ability.


Level 7

Fighter encounter 7: Come and Get It

Magic Items (Expected GP = 9,600):
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L3 (680 gp): Talon Amulet +1
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 7,320

Come and Get it allows you to grab a decent chunk of the battle field and center it on you. You can even keep them marked for another turn with Daring Shot.

Once an encounter, if you would be forced to break your grab by a push, pull or slide, you can instead fall prone. Not quite as good as a Dwarf, but it does the trick. You also get +2 damage against bloodied targets.


Level 8

Feat Level 8: Shadow Initiate
Magic Items (Expected GP = 12,800):
L9 (4,200 gp): Mountainfall Ki Focus +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L3 (680 gp): Talon Amulet +1
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 11,520

Time to make a mess of things. You MC Assassin, gaining their shroud ability twice an encounter, and the ability to use Ki Focus. You gain the Mountainfall Ki Focus (+2 item bonus to damage rolls against prone or immobilized targets, +1d6 and prone on a crit). It also has a Daily power that immobilizes (save ends). A very fun toy.


Level 9

Fighter daily 9: Shield and a Hard Place
Magic Items (Expected GP = 16,000):

L9 (4,200 gp): Mountainfall Ki Focus +2
L8 (3,400 gp): Steadfast Amulet +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Dwarven Scale Armor +1
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 14,784

A shield power that grabs?! Who could possibly use such a thing? /grin

It has some annoying requirements, no doubt. However, it is a hands free, auto damage grab, usable on a charge. It is very powerful, just watch for the right opportunity.

We replace our trusty Talon Amulet with a Steadfast Amulet. Very handy for preventing those nasty stuns.


Level 10

Feat Level 10: Mobile Challenge
Fighter utility 10: Body Shield (Fighter)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Mountainfall Ki Focus +2
L8 (3,400 gp): Steadfast Amulet +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L7 (2,600 gp): Dwarven Drakescale Armor +2
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 22,280

For magic items this level, you pick up your trusty Diamond Cincture and upgrade your Dwarven Armor. For feats, Mobile Challenge allows you to keep up with anyone that tries to shift away (just try not to break your grab in doing so). For your new utility, how about an out of turn, full action grab that reduces damage to you and damages the enemy you grab? Sound ok to you?

Seriously though, Body Shield rocks.


Level 11 Snapshot and discussion

Bob 2, level 11
Human, Fighter, Dreadnought
Versatile Expertise: Versatile Expertise (Unarmed)
Versatile Expertise: Versatile Expertise (Spear)
Fighter: Combat Superiority
Fighter Talents: Brawler Style

FINAL ABILITY SCORES
Str 21, Con 12, Dex 14, Int 9, Wis 19, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.


AC: 28 = 10 + 5 (half level) + 8 (Drakescale) + 2 (enhancement) + 2 (shield) + 1 (Brawler bonus)
Fort: 30 = 10 + 5 (half level) + 5 (Str) + 2 (enhancement) + 2 (shield) + 2 (class) + 2 (Brawler bonus) + 1 (Diamond Cincture) + 1 (Human)
Reflex: 22 = 10 + 5 (half level) + 2 (Dex) + 2 (enhancement) + 2 (shield) + 1 (Human)
Will: 22 = 10 + 5 (half level) + 4 (Wis) + 2 (enhancement) + 1 (Human)

HP: 107 Surges: 10 Surge Value: 26

TRAINED SKILLS
Intimidate +10, Endurance +11, Heal +14, Athletics +13, Stealth +10

UNTRAINED SKILLS
Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +9, History +4, Insight +9, Nature +9, Perception +9, Religion +4, Streetwise +5, Thievery +5

FEATS
Human: Versatile Expertise
Level 1: Inescapable Hold
Level 2: Stout Shield
Level 4: Pin Down
Level 6: Toughness
Level 8: Shadow Initiate
Level 10: Mobile Challenge
Level 11: Marked Scourge

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Knockdown Assault
Fighter at-will 1: Shield Feint
Fighter encounter 1: Takedown Attack
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Slamming Rush
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Shield and a Hard Place
Fighter utility 10: Body Shield (Fighter)

ITEMS
Scale Armor, Spiked gauntlet, Javelin, Fighting Shield Heavy Shield (heroic tier), Boar Tusk Helm (heroic tier), Grasping Javelin +2, Jester Shoes (heroic tier), Death Shroud Ki Focus +2, Steadfast Amulet +2, Gauntlets of Blood (heroic tier), Diamond Cincture (heroic tier), Dwarven Drakescale Armor +2, Backlash Tattoo (heroic tier)

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Mountainfall Ki Focus +2
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L7 (2,600 gp): Dwarven Drakescale Armor +2
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 26,480

You receive limited immunity to a great number of status effects. Sure, you have to take 10 damage and actually have a minor action to spend (so nothing on stun or dominate), but this ability is nothing short of amazing, and will only get better the more tools we have to add to it. You also gain DR10 on APs (nothing to sneeze at) and a solid double attack, with a shift before each attack. Not too shabby.

You gained a Backlash Tattoo, giving you a MBA if a creature bloodies you. For increasing our damage, we picked up Marked Scourge, adding +wis once per turn to a creature mark by us.


Level 12

Feat Level 12: Paragon Defenses

Magic Items (Expected GP = 48,000):
L14 (21,000 gp): Mountainfall Ki Focus +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L7 (2,600 gp): Dwarven Drakescale Armor +2
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 46,640

Our Ki Focus gets a bump here, and we move up to a +4 item bonus against prone or immobilized targets. Paragon defenses for obvious reasons.


Level 13

Fighter encounter 13: Shield Bearer's Vendetta (replaces Takedown Attack)

Magic Items (Expected GP = 64,000):
L14 (21,000 gp): Mountainfall Ki Focus +3
L12 (13,000 gp): Dwarven Wyvernscale Armor +2
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L8 (3,400 gp): Steadfast Amulet +2
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 59,120

Close burst 1 daze that fires out of turn? I wonder how often that will be handy... Why hello there, Come and Get It! Daze lasts until the end of the TARGET’S next turn, so even the triggering enemy will enjoy a full turn of daze (as well as ending his currently turn).

Upgrade our Scale armor once more.


Level 14

Feat Level 14: Persistent Threat

Magic Items (Expected GP = 80,000):
L14 (21,000 gp): Mountainfall Ki Focus +3
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Dwarven Wyvernscale Armor +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L6 (1,800 gp): Grasping Javelin +2
L4 (840 gp): Gauntlets of Blood (heroic tier)
L2 (520 gp): Jester Shoes (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 75,440

You no longer release your grab when dazed, and can still flank and make OAs. Very handy.


Level 15

Fighter daily 15: Unstoppable Force (replaces Seize and Stab)

Magic Items (Expected GP = 112,000):
L14 (21,000 gp): Mountainfall Ki Focus +3
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Dwarven Wyvernscale Armor +3
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L4 (840 gp): Gauntlets of Blood (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 106,036

 You can take Unyielding Avalanche, but its just Rain of Blows with a couple of tiny upgrades. Unstoppable force is somewhat amazing. Move 5 squares. Attack every enemy you are adjacent to (pushing 1 and knocking prone on a hit). In mind of this, drop your Jester Shoes and pick up some Battlestrider Greaves (move six squares!). Pick up some dice for some fun and games. Lastly, upgrade your Javelin.


Level 16

Feat Level 16: Weapon Focus (Unarmed)
Fighter utility 16: Defiant Shield

Magic Items (Expected GP = 160,000):
L14 (21,000 gp): Mountainfall Ki Focus +3
L14 (21,000 gp): Feyslaughter Javelin +3
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Dwarven Wyvernscale Armor +3
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L4 (840 gp): Gauntlets of Blood (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 140,036

Ok, Weapon Focus ups our damage. Sweet. Defiant Shield? Encounter stance? No longer can be forced to move? +2 power bonus to ALL defenses? Once you’ve got your creatures grabbed, live it up. This power is AMAZING. No one can move you (making it harder to break grabs), and you are rocking a +2 defenses. Just get your allies to keep pushing enemies in (or use Come and Get It).

Some neat new toys. Feyslaughter Javelin in case you get a teleporting fellow grabbed, and a Stone of Earth to reroll once a day.

Oh, hey. When you crit, you gain DR10. Woo?


Level 17

Fighter encounter 17: Vicious Uppercut (replaces Slamming Rush)
Magic Items (Expected GP = 240,000):
L17 (65,000 gp): Gauntlets of Brutality
L14 (21,000 gp): Mountainfall Ki Focus +3
L14 (21,000 gp): Feyslaughter Javelin +3
L14 (21,000 gp): Iron Ring of the Dwarf Lords (paragon tier)
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Dwarven Wyvernscale Armor +3
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 225,868

Encounter stun with a double attack? Yes please. Battering Ram is pretty fantastic as well.

+5 damage versus prone targets from your gloves. Very painful. Get some more surges and a pretty handy daily for keeping creatures grabbed.


Level 18

Feat Level 18: Encouraging Shield

Magic Items (Expected GP = 320,000):
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Mountainfall Ki Focus +3
L14 (21,000 gp): Feyslaughter Javelin +3
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Dwarven Wyvernscale Armor +3
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 270,868

Shield bonus to Will. Pretty bland, but still effective. Ring of Personal Gravity gives you some protection against breaking grabs via forced movement, and has a disgusting daily when couple with Defiant Shield. You, and everyone around you, are permanently immobilized until you decide to end it. Add in Rain of Steel/Come and Get It. Ouch.


Level 19

Fighter daily 19: Smash and Grab (replaces Shield and a Hard Place)

Magic Items (Expected GP = 400,000):
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords (paragon tier)
L14 (21,000 gp): Mountainfall Ki Focus +3
L14 (21,000 gp): Feyslaughter Javelin +3
L13 (17,000 gp): Steadfast Amulet +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 393,268

 Upgrade you Armor, and get a new daily. Nasty daily that it is!

Armor of Sacrifice. Remember how you can auto save against effects as a minor action? Now you can transfer effects off adjacent party members (as well as heal them with one of your surges as a daily), at-will as a minor action. For example… You standard action attack someone (perhaps grabbing them). Drag the enemy over beside a dazed ally. Minor action, take their daze away. Whoops! Despite being dazed, you still are grabbing the creature, ally is no longer dazed, and as a minor action at the start of your next turn, you end the daze, regaining the rest of your actions. The possibilities are endless, and this can really save a party member’s bacon (immobilized in a bad place, taking lots of ongoing damage). It turns one of your greatest strengths into a tool the entire party can use.


Level 20

Feat Level 20: Wary Fighter

Magic Items (Expected GP = 520,000):
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L18 (85,000 gp): Steadfast Amulet +4
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Mountainfall Ki Focus +3
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L10 (5,000 gp): Diamond Cincture (heroic tier)
L9 (4,200 gp): Backlash Tattoo (heroic tier)
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 474,868

Wary Fighter gives you a much needed bump to init, as well as insight and perception. Also upgrade your neck,


Level 21 Snapshot and Discussion


Bob 2, level 21
Human, Fighter, Dreadnought, Undying Warrior
Versatile Expertise: Versatile Expertise (Unarmed)
Versatile Expertise: Versatile Expertise (Spear)
Fighter: Combat Superiority
Fighter Talents: Brawler Style

FINAL ABILITY SCORES
Str 24, Con 13, Dex 15, Int 10, Wis 22, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.

AC: 36 = 10 + 10 (half level) + 9 (Stormscale) + 4 (enhancement) + 2 (shield) + 1 (Brawler bonus)
Fort: 48 = 10 + 10 (half level) + 7 (Str) + 4 (enhancement) + 2 (shield) + 2 (class) + 2 (Brawler bonus) + 2 (Diamond Cincture) + 1 (Human) + 2 (feat) + 4 (Epic Fort) + 2 (Stormscale)
Reflex: 31 = 10 + 10 (half level) + 2 (Dex) + 4 (enhancement) + 2 (shield) + 1 (Human) + 2 (feat)
Will: 35 = 10 + 10 (half level) + 6 (Wis) + 4 (enhancement) + 1 (Human) + 2 (Feat) + 2 (Shield)

HP: 173 Surges: 11 Surge Value: 43

TRAINED SKILLS
Intimidate +16, Endurance +14, Heal +21, Athletics +20, Stealth +15

UNTRAINED SKILLS
Acrobatics +10, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +16, History +10, Insight +18, Nature +16, Perception +18, Religion +10, Streetwise +11, Thievery +10

FEATS
Human: Versatile Expertise
Level 1: Inescapable Hold
Level 2: Stout Shield
Level 4: Pin Down
Level 6: Toughness
Level 8: Shadow Initiate
Level 10: Mobile Challenge
Level 11: Marked Scourge
Level 12: Paragon Defenses (retrained to Epic Fortitude at Level 21)
Level 14: Persistent Threat
Level 16: Weapon Focus (Unarmed)
Level 18: Encouraging Shield
Level 20: Wary Fighter
Level 21: Robust Defenses

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Knockdown Assault
Fighter at-will 1: Shield Feint
Fighter encounter 1: Takedown Attack
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Slamming Rush
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Shield and a Hard Place
Fighter utility 10: Body Shield (Fighter)
Fighter encounter 13: Shield Bearer's Vendetta (replaces Takedown Attack)
Fighter daily 15: Unstoppable Force (replaces Seize and Stab)
Fighter utility 16: Defiant Shield
Fighter encounter 17: Vicious Uppercut (replaces Slamming Rush)
Fighter daily 19: Smash and Grab (replaces Shield and a Hard Place)

ITEMS
Spiked gauntlet, Fighting Shield Heavy Shield (heroic tier), Boar Tusk Helm (heroic tier), Battlestrider Greaves (paragon tier), Dice of Auspicious Fortune (paragon tier), Grasping Javelin +3, Feyslaughter Javelin +3, Stone of Earth (paragon tier), Gauntlets of Brutality (paragon tier), Ring of Personal Gravity (paragon tier), Stormscale Armor of Sacrifice +4, Steadfast Amulet +4, Iron Ring of the Dwarf Lords (paragon tier), Death Shroud Ki Focus +4, Strongheart Tattoo (paragon tier), Diamond Cincture (paragon tier)

Magic Items (Expected GP = 800,000):
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L20 (125,000 gp): Diamond Cincture (paragon tier)
L19 (105,000 gp): Mountainfall Ki Focus +4
L18 (85,000 gp): Steadfast Amulet +4
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 782,868

As a paragon path that can burn through health like candy, why not take an epic destiny that gives you 1d4 back every 2 encounters?

This level gives us one of the last important pieces of our build; healing to bloodied as a minor action. With this in mind, we finally change our tattoo. Strongheart Tattoo. Now the interaction between the level 21 feature and Strongheart Tattoo is not clearly defined (I’m of the opinion that it works), but even if you DM rules against it, it is still an amazing tattoo to have with this paragon path/ED. Your surge value will be through the roof by the end of an adventuring day.

Ki Focus (finally) gets an upgrade; add in a new Diamond Cincture while we are at it. Retrain Paragon Defenses and take Epic Fortitude. Hey look! Level 21, and your Fort is unhittable.


Level 22

Feat Level 22: Marked Takedown and Slashing Storm (retrained Wary Fighter)
Fighter utility 22: Prescient Shield

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): Steadfast Amulet +5
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L20 (125,000 gp): Diamond Cincture (paragon tier)
L19 (105,000 gp): Mountainfall Ki Focus +4
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,190,868

So, any enemy that you hit that is marked and is immobilized is now knocked prone. Slashing Storm means that anyone you hit with a melee attack now takes +wisdom if they start adjacent. Sucks to be monsters.

Prescient shield gives you a nasty defensive stance. +6 AC/reflex as an interrupt? That’s not a trivial amount.

Upgrade your neck.


Level 23

Fighter encounter 23: Warrior's Urging (replaces Come and Get It)

Magic Items (Expected GP = 1,600,000):
L23 (425,000 gp): Steadfast Amulet +5
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L20 (125,000 gp): Diamond Cincture (paragon tier)
L19 (105,000 gp): Mountainfall Ki Focus +4
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,190,868

Replace Come and Get It with more of the same stuff.


Level 24

Feat Level 24: Crushing Grip

Magic Items (Expected GP = 2,100,000):
L24 (525,000 gp): Mountainfall Ki Focus +5
L23 (425,000 gp): Steadfast Amulet +5
L20 (125,000 gp): Stormscale Armor of Sacrifice +4
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 1,694,868

5 + Str mod every time you sustain a grab. Not bad. Upgrade your Ki Focus (+6 item bonus now).

Oh, hey. The final piece. 1d4 surges per milestone. Ta-da! Now your surges refill, becoming stronger and stronger the more of them you spend, thanks to your tattoo.


Level 25

Fighter daily 25: Fighter daily 25: Reaper's Stance (replaces Rain of Steel)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L24 (525,000 gp): Mountainfall Ki Focus +5
L23 (425,000 gp): Steadfast Amulet +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L14 (21,000 gp): Feyslaughter Javelin +3
L12 (13,000 gp): Battlestrider Greaves
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L11 (9,000 gp): Grasping Javelin +3
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 2,294,868

Upgrade your armor.


Level 26

Feat Level 26: Armor Specialization (Scale)

Magic Items (Expected GP = 4,000,000):
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L24 (525,000 gp): Boots of Caiphon (epic tier)
L24 (525,000 gp): Mountainfall Ki Focus +5
L24 (525,000 gp): Feyslaughter Javelin +5
L23 (425,000 gp): Steadfast Amulet +5
L21 (225,000 gp): Grasping Javelin +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 3,569,868

Some more AC/speed, and some very handy Boots of Caiphon. Upgrade both your back-up javelins.


Level 27

Fighter encounter 27: Trollclaw Grip (replaces Shield Bearer's Vendetta)

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): Steadfast Amulet +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L24 (525,000 gp): Boots of Caiphon (epic tier)
L24 (525,000 gp): Mountainfall Ki Focus +5
L24 (525,000 gp): Feyslaughter Javelin +5
L21 (225,000 gp): Grasping Javelin +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 5,609,868

You gain another full fledged grab, although this one requires a free hand. Upgrade your neck for the last time.


Level 28

Feat Level 28: Epic Will

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): Steadfast Amulet +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L24 (525,000 gp): Boots of Caiphon (epic tier)
L24 (525,000 gp): Mountainfall Ki Focus +5
L24 (525,000 gp): Feyslaughter Javelin +5
L21 (225,000 gp): Grasping Javelin +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 5,609,868

Pick up some Epic Will.


Level 29

Fighter daily 29: Force the Battle (replaces Unstoppable Force)

Magic Items (Expected GP = 10,000,000):
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L28 (2,125,000 gp): Steadfast Amulet +6
L25 (625,000 gp): Nagascale Armor of Sacrifice +5
L24 (525,000 gp): Boots of Caiphon (epic tier)
L24 (525,000 gp): Mountainfall Ki Focus +5
L24 (525,000 gp): Feyslaughter Javelin +5
L21 (225,000 gp): Grasping Javelin +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 8,234,868

Ring of Free Time is pretty amazing. Force the Battle is an amazing daily to use when you are grabbing a bunch of baddies.


Level 30 Snapshot and Discussion

Feat Level 30: Epic Reflexes

Bob 2, level 30
Human, Fighter, Dreadnought, Undying Warrior
Versatile Expertise: Versatile Expertise (Unarmed)
Versatile Expertise: Versatile Expertise (Spear)
Fighter: Combat Superiority
Fighter Talents: Brawler Style

FINAL ABILITY SCORES
Str 26, Con 13, Dex 15, Int 10, Wis 24, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.

AC: 47 = 10 + 15 (half level) + 12 (Stormscale) + 6 (enhancement) + 2 (shield) + 1 (Brawler bonus) + 1 (Scale specialization)
Fort: 56 = 10 + 15 (half level) + 8 (Str) + 6 (enhancement) + 2 (shield) + 2 (Brawler bonus) + 2 (item) + 2 (class) + 1 (human) + 2 (feat) + 4 (Epic Fort) + 2 (Titanscale)
Reflex: 44  = 10 + 15 (half level) + 2 (Dex) + 6 (enhancement) + 2 (shield) + 1 (Human) + 2 (feat) + 4 (Epic Reflex) + 2 (item)
Will: 47 = 10 + 15 (half level) + 7 (Wis) + 6 (enhancement) + 1 (Human) + 2 (Feat) + 2 (Shield) + 4 (Epic Will)

HP: 227 Surges: 10 Surge Value: 56

TRAINED SKILLS
Intimidate +21, Endurance +19, Heal +27, Athletics +26, Stealth +20
UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +22, History +15, Insight +22, Nature +22, Perception +22, Religion +15, Streetwise +16, Thievery +15

FEATS
Human: Versatile Expertise
Level 1: Inescapable Hold
Level 2: Stout Shield
Level 4: Pin Down
Level 6: Toughness
Level 8: Shadow Initiate
Level 10: Mobile Challenge
Level 11: Marked Scourge
Level 12: Paragon Defenses (retrained to Epic Fortitude at Level 21)
Level 14: Persistent Threat
Level 16: Weapon Focus (Unarmed)
Level 18: Encouraging Shield
Level 20: Wary Fighter (retrained to Slashing Storm at Level 22)
Level 21: Robust Defenses
Level 22: Marked Takedown
Level 24: Crushing Grab
Level 26: Armor Specialization (Scale)
Level 28: Epic Will
Level 30: Epic Reflexes

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Knockdown Assault
Fighter at-will 1: Shield Feint
Fighter encounter 1: Takedown Attack
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Slamming Rush
Fighter daily 5: Rain of Steel
Fighter utility 6: Daring Shot
Fighter encounter 7: Come and Get It
Fighter daily 9: Shield and a Hard Place
Fighter utility 10: Body Shield (Fighter)
Fighter encounter 13: Shield Bearer's Vendetta (replaces Takedown Attack)
Fighter daily 15: Unstoppable Force (replaces Seize and Stab)
Fighter utility 16: Defiant Shield
Fighter encounter 17: Vicious Uppercut (replaces Slamming Rush)
Fighter daily 19: Smash and Grab (replaces Shield and a Hard Place)
Fighter utility 22: Prescient Shield
Fighter encounter 23: Warrior's Urging (replaces Come and Get It)
Fighter daily 25: Reaper's Stance (replaces Rain of Steel)
Fighter encounter 27: Trollclaw Grip (replaces Shield Bearer's Vendetta)
Fighter daily 29: Force the Battle (replaces Unstoppable Force)

ITEMS
Spiked gauntlet, Fighting Shield Heavy Shield (heroic tier), Boar Tusk Helm (heroic tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Gauntlets of Brutality (paragon tier), Ring of Personal Gravity (paragon tier), Iron Ring of the Dwarf Lords (paragon tier), Strongheart Tattoo (paragon tier), Diamond Cincture (paragon tier), Boots of Caiphon (epic tier), Grasping Javelin +5, Ring of Free Time (epic tier), Titanscale Armor of Sacrifice +6, Mountainfall Ki Focus +6, Steadfast Amulet +6, Feyslaughter Javelin +5

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): Titanscale Armor of Sacrifice +6
L29 (2,625,000 gp): Ring of Free Time (epic tier)
L29 (2,625,000 gp): Mountainfall Ki Focus +6
L28 (2,125,000 gp): Steadfast Amulet +6
L24 (525,000 gp): Boots of Caiphon (epic tier)
L24 (525,000 gp): Feyslaughter Javelin +5
L21 (225,000 gp): Grasping Javelin +5
L20 (125,000 gp): Diamond Cincture (paragon tier)
L18 (85,000 gp): Strongheart Tattoo (paragon tier)
L17 (65,000 gp): Gauntlets of Brutality
L16 (45,000 gp): Ring of Personal Gravity (paragon tier)
L14 (21,000 gp): Iron Ring of the Dwarf Lords
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune
L7 (2,600 gp): Boar Tusk Helm (heroic tier)
L1 (360 gp): Fighting Shield Heavy Shield (heroic tier)
TOTAL: 13,754,868

Final armor and Ki Focus upgrade. Sadly, we do not have enough money to upgrade our belt nor our tattoo. Using a cheaper armor (or ring) could free up money… but this is a pretty solid set-up.


How it all comes together


The strength of this build comes from the interaction of magic items and class features. There has been some discussion as we picked them up, but let’s review.

Bringing the pain:

Fighting Shield: Grants you both Brawler and Shield bonus when held in MH. Takes up your arm slot, which would normally be a problem with not having Iron Armbands of Power.
Boar Tusk Helm: Upgrades your Unarmed weapon size to d10. Lacks a critical strike effect, until we Ki Focus it. Also has a fun daily.
Mountainfall Ki Focus: Gives you a critical strike effect on your Boar Tusk Helm (which also knocks prone), and also has a fun daily. Oh, and an item bonus to damage (2/4/6) to immobilized and prone targets.
Gauntlets of Brutality: +5 damage against prone targets.
Feyslaughter Javelin: If up against a teleporting creature, just poke him with this.
Grasping Javelin: Full grab, tacked onto any weapon attack you make. Very handy.

So, when you make an attack this is the break down:

You take the highest of the enhancement modifier to hit from two sources: Brawler Bonus (2 heroic, 4 paragon, 6 epic), or your Ki Focus. Normally, when you Ki Focus a magic weapon, you don’t get to pick and choose properties and enhancement features between the ki focus and magic weapon, but the Brawler Bonus is a class feature (not a magic weapon), thus not affected by that rule. Brawler typically wins, as it is a bit ahead of the curve. This also means upgrading your Ki Focus is pretty much just adding +1 damage, and possibly the item bonus to damage.

The weapon size is 1d10 (unarmed). The enhancement modifier to damage is the Ki Focus.

Now, if the target is immobilized (grabbed) or prone, you get a +2/4/6 item bonus to damage. If the target is prone, you get +5 damage from your Gauntlets of Brutality. Getting targets prone can be done relatively easily right from level 1 (Knockdown Assault) and becomes trivial in epic (when you hit a marked, immobilized enemy, it is knocked prone). As long as you have them grabbed and prone, they cannot stand up. Keep in mind this is something you can do by yourself, right from heroic.

Marked Scourge, Weapon Focus, Slashing Storm, and Crushing Grab all add up to some seriously increased damage on this Brawler. Don’t forget your Assassin MC came with their shroud power (which scales per tier), twice an encounter.

Resisting the pain:

Some of the worst weaknesses of Brawlers have been mitigated through a select of feats and items.

Steadfast Amulet: Ever popular for preventing stuns.
Ring of Personal Gravity: One thing I’ve noticed with other brawler builds is they work so hard to prevent the big threats (teleports, stuns, dazes) against grabs, but what about a simple bull-rush from a minion? Grab ended.

The Persistent Threat feat will keep you grabbing through a daze. Our defenses across the board are extremely powerful (Will doesn’t even have an item bonus and its 47). Fort isn’t even hittable most of the time. You have DR10 anytime you AP or crit in paragon, and DR5 passively from Ring of Time in epic.

The real cornerstone of the build is the combination of Dreadnought, Undying Warrior, Armor of Sacrifice and Strongheart Tattoo.

As a minor action (and 10 damage) you can end any save ends effect on you. Armor of Sacrifice allows you to transfer a save ends effect on an adjacent ally onto yourself. As a minor action from your Undying Warrior ED feature, you can heal up to bloodied for the cost of a surge (I’m of the opinion that Strongheart Tattoo works in addition to this, meaning you also gain extra hit points equal to 2x the amount of surges you have spent since your last extended rest). The level 24 feature of Undying Warrior gives you back 1d4 surges per milestone. Assuming you hit 4 milestones, you have an average of 20 surges. Your last couple surges are going to be at +30 to your value.

Thankfully, Ring of Free Time helps us deal with the massive amount of at-will minor action combinations we will want to use.

It all works together to create a Brawler who can chew through save ends, take a ton of damage, heal it back and keep going all day long.
DPR Fun

Level 30

Plain Melee Basic Attack: +34 vs. AC (Ki Focused Boar Tusk Helm)
Hit: 2d10 + 17 damage
Critical: 6d6+37, and the target is knocked prone. Gain DR 10.

Tricked out Melee Basic Attack: +36 vs. AC (Ki Focused Boar Tusk Helm against a prone, grabbed enemy)
Hit: 2d10 + 35 damage (5 gauntlets, 6 item bonus, 7 marked scourge). 20 auto-damage (13 grab, 7 slashing storm).
Critical: 6d6+55, and the target is knocked prone. Gain DR 10. 20 auto-damage (13 grab, 7 slashing storm).


Ooh, a Brawler/Dreadnought. I like. You do start a bit squishy in the early going, though. I would likely swap the order for Versatile Expertise and Toughness. Apart from that, it looks solid enough. To the Handbook it goes.
Very cool build!

It looks pretty brutal
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
Ah! Just when I had given up hope anyone was going to reply. Thought I posted a crappy build or something... Thanks for the replies! Feel free to ask anything, or debate any RAW/RAI for my item combos =p

Ooh, a Brawler/Dreadnought. I like. You do start a bit squishy in the early going, though. I would likely swap the order for Versatile Expertise and Toughness. Apart from that, it looks solid enough. To the Handbook it goes.



Figured this forum could do without another Kensei build Wink. I love the PPs/EDs that still have the crunch to them, just in another place besides static mods (no denying how powerful those are though). Dreadnought and Undying Warrior are both such flavorful fighter options, so why not combo them together.

Ultimately, this build looks at being incredibly tough to stop (through being able heal itself, remove status effects and having incredible surge endurance (both surge number and value)) first, and dealing damage second. It also is looking a bit beyond "this is how good this defender could be in a vacuum" with Armor of Sacrifice, turning his status effect removal and surge endurance into an at-will party resource.

Now that there has been some discussion, Ima go work on some DPR calcs =p
Very nice build great work Rathyr.
I like this!  I'm curious about something.  Have you thought of using a Spiked Shield with Rhythm Blade enchant?  I know there's a question about proficiency, but I think the general consensus is you can use it as a shield even without the weapon prof.  It would give you the +2 shield bonus to AC/Ref, but without the -2 check penalty of a heavy shield and frees up your arms slot for Iron Armbands, partially negating the need for MC Assassin and Mountainfall ki focus (though that's a really cool idea!).

Also, I know humans are awesome for brawlers, but I'm looking to toy with other races.  Revenant Tiefling with 18 Str, 14 Dex/Con, 12 Wis can pick up Tail Trip for prone on OA/CC, Warforged with WF Superiority gives prone on OA (Grappling Strike HOOO!!) and could also get WF Tactics for +1 hit often, Longtooth Shifter for encounter regen and Moonstalker PP for 2d6+Wis dmg vs prone targets.  If Dark Sun Races can be used, Mul can have access to Dwarf feats, especially that one (can't remember the name) where you can make an OA to negate forced movement.  Or just be a Dwarf for defender awesomeness, though it seems brawlers are fairly feat starved as is.   
Yes, I did think about it. However, Brawler bonus states "With a weapon in your MH and your OH free" while rhythm blade states "while wielded in your OH". If the brawler simply stated "weapon in one hand, other hand free" it would work, but as is, its impossible to combine the two. Hence the fancy item combo =p.


The kicker for Humans is Persistant Threat. Daze is a very strong effect, and this allows me to take a different ED than Ceaseless Defender (you also get the protection 10 levels earlier). I mean, its not the end of the world (and you have lots of other methods to defend against Daze), but when push comes to shove, a Daze can royally mess up a grab/prone combo you spent 2 turns setting up. Persistant Threat + Dreadnought means daze doesn't even touch me besides a minor action and 10 dmg (assuming its save ends).

Anyways, there are many other races (Dwarven Dreadnought/Undying Warrior... so much healing!) that would work great, and could focus on better DPS options. I choose human for the nice middle ground.
Oof, I didn't catch that detail about the Rhythm Blade/Brawler bonus.  Yea that completely kills that idea.  

What about a Subtle Spiked Gauntlet?  Still get item bonus to damage, but when you have CA ie when they are prone, instead of immobilized/stunned.

Edit:  Also, those Fighting Shields are pretty awesome.  Hadn't really thought of them too much due to loss of Iron Armbands and lack of scaling (easily houseruled though). 
Enchanted gauntlets take the hand slot (unless the Dark Sun rules apply to spiked gauntlets) so that would mean losing +5 dmg vers prone. Not to mention you are dropping from a 1d10 to a 1d8. Slightly less situational (immobilized and prone come up very often for Brawlers) versus more dmg when you do have the bonus (not to mention the 2d6 from shrouds).

Another issue is the problem if you have a creature grabbed in your one free hand. This typically means that hand will not be available to attack any other creature besides the one grabbed. You do have you shield (and you can drop it as a free action to free up another hand), but Boar Tusk is always available to gore people =p.

CustServ said it IS possible to Ki Focus a Fighting Shield, but Q&A forum disagrees. Both agree that you can Focus a Boar Helm.

Its fairly close, and definately less complicated to use. Also frees up the helm slot for some will bonus, in case 47 wasn't enough (56 Fort and 50 Will... disgusting!). I enjoy the larger dice size and Ki Focus (which comes with a proning crit effect and a daily).
Ohhh.  I need to read more closely.  So, the Boar Helm provides your "main hand"/unarmed attack.  The Fighting Shield is just there for the defensive bonus.  And Spiked gauntlet is for free off hand.  The Brawler bonus is for unarmed attacks, but it doesn't specify fist/spiked gauntlet, so the boar helm's unarmed attack progresses at the +2/4/6 that Brawler gives.  The ki focus gives crit properties, enh bonus to damage, and the item bonus vs immobilized/prone  (not sure why I thought it was stunned before  O.o )  The only thing you really lose is your head slot item and, with a 47 Will, it's not too painful.  Also, if you can fit in Headsman's Chop that would be more dmg vs prone on top of everything else.

Edit:  Though Dark Sun provides some cool weapon options.  The Talid you mentioned before can be enchanted as hands or weapon slot.  There was also an axe bracer, a +2/1d8 weapon with defensive and offhand properties and the text for the weapon says that it keeps your hand free.

 
Headsman Chop only works with Axe/Heavy blade, so I wouldn't be able to use my helm.

Indeed, Talid caught my eye, but it cant be upgraded in damage size, so its a 1d6, +2 prof (pretty rough).

The axe bracer is f'n weird. As is, it is pretty fantastic, but breaks everything. I'm going to wait until the FAQ until I build anything around it.
Man, I really need to get my details straight.  Shrug.  It's weird, I'm so used to the idea of two hands + two magic weapons/items held that the concept of the Boar Helm throws me off.  But I looked it up in Dragon 378 and it's clearly put:  you gain a gore attack, in the unarmed group.  Well, I'm definitely getting that asap for my brawler.  As well as switching out the Spiked Shield.  I have to admit though, there's some pretty cool flavor options.  Like Dragontooth Shield + Longtooth Shifter or Dragonborn (effectively you're wielding a giant fang on your arm).  Or a Minotaur wearing a Boar Helm  Smile
Yea, I was sold on the Boar Helm as soon as I read it. I just picture my Brawler headbutting a dragon in a variety of ways.

Are you switching your spiked shield for a Gauntlet Axe or a Fighting Shield? Only problem with some of the later fighting shields is they stop scaling after awhile, and some of them are in weird groups (one does radiant damage...). They aren't consistent at all, which I why I was going to try and Ki Focus mine, but Q&A didn't like that very much.

Keep in mind that the Boar Tusk Helm doesn't qualify for MH/OH business. Its hand independent =p.
Yea, that's part of why the Boar Helm concept threw me off.  It's effectively a pseudo-mainhand attack without being a weapon attack from your hand.

The Gauntlet Axe would be nice because it would keep my hand free so I could tack on some Beowulf-like control while still getting a +1 AC from defensive.  Also any axe feats could be applied ie Deadly Axe, Headsman's Chop...man go Shifter/Moonstalker and your attacks vs prone are brutal! (2d6+Wis+2/4/6+5+5)  But that's not the case here.  Fighting Shields by RAW, there is the issue with scaling.  But that can be remedied if the campaign uses inherent bonuses OR the DM houserules scaling for the enhancement bonuses/crit damage.  It's a simple fix that just makes sense.

But, I did go through all the main Brawler powers and they only specify unarmed attacks occasionally, none of them really specify attacking with mainhand/offhand, those were all Tempest powers and even those were relatively few.  So Boar Helm is relatively safe to use.

Just remembered, in Dark Sun there was also the Wrist Razors.  Light blades, same concept as the Gauntlet Axe in that it keeps your hand free.  Since it's a light blade that can go in offhand and still keep your hand free for Brawler bonus, you can slap Rhythm Blade on that.  With a light Fighting Shield or the Brawler Guard Feat, you can have heavy shield defenses (picking up Encouraging Shield for +2 Fort) without the check penalty.  Or you can take the check penalty and have a +3 shield bonus.
Yea, that's part of why the Boar Helm concept threw me off.  It's effectively a pseudo-mainhand attack without being a weapon attack from your hand.

The Gauntlet Axe would be nice because it would keep my hand free so I could tack on some Beowulf-like control while still getting a +1 AC from defensive.  Also any axe feats could be applied ie Deadly Axe, Headsman's Chop...man go Shifter/Moonstalker and your attacks vs prone are brutal! (2d6+Wis+2/4/6+5+5)  But that's not the case here.  Fighting Shields by RAW, there is the issue with scaling.  But that can be remedied if the campaign uses inherent bonuses OR the DM houserules scaling for the enhancement bonuses/crit damage.  It's a simple fix that just makes sense.

But, I did go through all the main Brawler powers and they only specify unarmed attacks occasionally, none of them really specify attacking with mainhand/offhand, those were all Tempest powers and even those were relatively few.  So Boar Helm is relatively safe to use.

Just remembered, in Dark Sun there was also the Wrist Razors.  Light blades, same concept as the Gauntlet Axe in that it keeps your hand free.  Since it's a light blade that can go in offhand and still keep your hand free for Brawler bonus, you can slap Rhythm Blade on that.  With a light Fighting Shield or the Brawler Guard Feat, you can have heavy shield defenses (picking up Encouraging Shield for +2 Fort). 



I really want them to explain Gauntlet Axe better, because it sounds really amazing. There have been some pretty good prone + grabbed + dead builds lately (The Headsman should be on the first page or so).

Yea, the big one that sucks to not be able to use with Boar Helm is Dual Strike.

Wrist Razors take up arm slot when enchanted (no option like the Gauntlet Axe), so you couldnt use it with a Fighting Shield (arm slot) or Iron Armbands. Spiked Shield or Brawler Guard would work. They also have a piddly size =p.
*checks Dark Sun*  Crap it is arms only.  Well  so much for +3 shield bonus.  Although, I wonder what interesting enchants can be slapped on a Spiked Shield.  Hmmm...

I'm imagining a Brawler on Athas wielding Talid/Wrist Razors/Gauntlet Axe...  Smile 
*checks Dark Sun*  Crap it is arms only.  Well  so much for +3 shield bonus.  Although, I wonder what interesting enchants can be slapped on a Spiked Shield.  Hmmm...

I'm imagining a Brawler on Athas wielding Talid/Wrist Razors/Gauntlet Axe...  Smile 



Best part is you dont have to enchant any of them in Athas!
Yes, I did think about it. However, Brawler bonus states "With a weapon in your MH and your OH free" while rhythm blade states "while wielded in your OH". If the brawler simply stated "weapon in one hand, other hand free" it would work, but as is, its impossible to combine the two. Hence the fancy item combo =p.



Wrist Razors/Talid/Gauntlet Axe.
Wishlist: -Alternate ability bonuses for pre-PHB3 races -Lots more superior implements or an official customization rule -Monk multiclass feat that grants Unarmed Combatant
Wrist Razors/Talid/Gauntlet Axe.



Still costs an arm slot to enchant Wrist Razor with the enchant, not really an increase to defenses. I would also have to take Brutal Brawler to get a shield bonus. However, the upside is now MH and OH are both free. Not sure. A feat to gain an extra arm isn't a terrible idea.


EDIT: Also, no shield powers. Which sucks.

Grabbing two creatures means you have essentially no options for actions (2 minors to sustain) and you can use any of your "drag a grabbed mob over this way" powers. Not to mention you need two full fledged grabs essentially back to back.
I don't know what the word is on Spiked Shield, but if you are not really doing anything with the shield hand, you could probably just throw on a spiked shield in place with wrist razors offhand with rhythm blade enchant.  That's assuming you do not need weapon proficiency in order to use a spiked shield as a light shield.  And an enchanted spike shield is either arms or weapon slot, so it'll work this time.  That way, you have heavy shield defenses, without spending a feat slot, retain access to the shield powers, and no check penalty to boot.  *waiting for some hole in this plan to pop up*
Indeed, that would save you the -2 penalty for a heavy shield. You could toss an +init enchant on the shield and never actually use it. You can also Ki Focus either of those weapons for sure (although spiked shield would lack a profeciency bonus until you spent a feat, and they both have terrible weapon sizes).

Lot of work (and a somewhat iffy ruling) just to save that -2 =p. I was actually thinking of just having that new Dark Sun weapon (hidden weapon) out at the start of combat and then use its free action ability to put it away. Easy to net a +5 init bonus at level 30 bonus for essentially nothing.
Yeeeaaa...it all really depends if you're going to attack with the shield really.  Else, yea it kinda is a lot of work.
Interesting thing to note regarding race.  I was reading the Strength of Steel:  Warforged Handbook and apparently you can attach a heavy shield and still retain two free hands.  Could be interesting to play around with.

Edit:  Again with abusing the Dark Sun equipment, Warforged with attached non-magical heavy/light shield, mainhand Gauntlet Axe (enchanted as a weapon; Subtle is cool, as is something for vs prone/immobilized targets), normal Spiked Gauntlet in offhand with Wrist Razors (enchanted in arms slot with Rhythm Blade).  This will give you a +3 shield bonus along with +1 AC from defensive on gauntlet axe.  Should work since you can use a normal shield with an enchanted bracer, wrist razors and gauntlet axe keep your hands free. you don't even need the gauntlet axe really since that eats up a feat for proficiency and you'll have Boar Helm anyway.  Though having an axefist is kinda awesome
Not sure about that fellow's ruling... to quote the book:

"Shield: A shield is an attached component . An
attached heavy shield allows you to hold items in the
shield arm's hand as i f you were using a light shield."

and light shields:

"You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks."

I assume to hold a creature in a hand, that hand needs to be "free". The blurb on page.6 on MP2 specifically says that a hand holding a shield is NOT free (makes no mention of heavy or light, just shields).
That's a shame.  Would have been pretty nice.  Wonder if an attached light shield would leave your hand completely free?  I don't have EPG in front of me, unfortunately.
This build has been added to The Hall of Heroes thread.
I cannot find Mountainfall Ki Focus.  Where is that bad boy from?
Psionic Power =p.

Blame WotC for the slow CharBuilder update!
Thanks.
I would keep in mind with the new rules on grabbed target you lose the ability to use you your hand that is grabbing a creature looking at your power chooses it doesn't seem to hinder you to much since most of your attack are actaully based on hitting with your shield
LVL17 Barbie
Actually, most my attacks are based around hitting with my face (Boar Tusk Helm). Still works the same.

Currently, my only concern is if you still get your Brawler Bonus if you have a Fighting Shield in your MH and Grasping Weapon in your offhand that is currently grabbing a creature.
I recommend the Kirre's Roar at level 6. It does the same thing as daring shout, only better ;)

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Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
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What about multiclassing monk?  Same implements/prereqs, plus you can tack on stone fist for 7 more damage at level 1, 1/encounter?

Also, merc theme is PERFECT.
This build is quite a bit out of date, as grab has been updated and several new cornerstone feats were released. I am currently building up a new Brawler.

Merc definiteiyl caught my eye when I read the article... A no action prone and extra benefits for fighting below bloodied? Gross.
Awesome man.  I just tried it out, only downside I can see is that if your DM doesnt move away and provoke, the grab does no good, as I can see no negative effects to a grab other than the creature not being able to move, which your OA would have prevented anyhow.
Well, being grabbed can limit a artillery or controller type mob quite well. Skirmishers and lurkers as well. Most of all, it means the biggest, badest mob is hitting you, the defender.

World Serpent's Grasp (hitting an immobilized/slowed target knocks them prone) usually means the mob is hating life while grabbed. Thanatos, God of Death is more up to date than Bob (although still slightly out of date).
In the latest Monk article, a feat is added, called Master of the Fist.  It gives you monk's unarmed strike as well as proficiency with ki focuses.  And this unarmed strike, you can use with main-hand powers, and have a normal shield at the same time.

So the trusty Boar Tusk helm gets put away, for you'll be punching things again.
Can't attack anyone that has been grabbed with your MUS hand, and your shield hand is clearly being used. I think MUS definitely has a place with Brawlers, but is either with a Grasping Spear MH or a Spiked Gauntlet (both of those used for grabbing, and the MUS used for smashing face).

Boar Helm should be used with MH shield/double grab builds/people that don't want to spend 2 feats for a 1d10 Unarmed Weapon/already used their MC. Still useful, just not the only way for a big dice size.
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