PEACH Mul Warden

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Going to be starting a character in a buddy's Darksun game (If any of you have long memories I posted a ranger build a fair bit ago, but need have changed so, Warden ho!)

Some context: We get one magic item of level, inherent bonuses, and a free versatile expertise feat.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Jericho, level 7
Mul, Warden
Guardian Might Option: Earthstrength
Versatile Expertise Option: Versatile Expertise (Hammer)
Versatile Expertise Option: Versatile Expertise (Axe)
Born of Two Races Option: Dwarf
Dark Sun, Inherent Bonuses
Southern Wastes - Secret Order (+2 to Perception)
Theme: Guardian

FINAL ABILITY SCORES
STR 19, CON 18, DEX 11, INT 10, WIS 14, CHA 8

STARTING ABILITY SCORES
STR 16, CON 15, DEX 11, INT 10, WIS 14, CHA 8


AC: 23 Fort: 19 Ref: 16 Will: 17
HP: 77 Surges: 14 Surge Value: 19

TRAINED SKILLS
Athletics +9, Endurance +11, Nature +10, Perception +14

UNTRAINED SKILLS
Acrobatics +0, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +5, Heal +5, History +3, Insight +7, Intimidate +2, Religion +3, Stealth +0, Streetwise +4, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Mul Racial Power: Incredible Toughness
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Wild Talent Cantrip: Thought Projection
Warden Attack 1: Thorn Strike
Warden Attack 1: Weight of Earth
Warden Attack 1: Roots of Stone
Warden Attack 1: Form of Winter's Herald
Nature Utility 2: Nature Sense
Warden Attack 3: Rough Strike
Warden Attack 5: Boiling Cloud
Warden Utility 6: Treacherous Ice
Warden Attack 7: Mountain Hammer

FEATS
Level 1: Crippling Crush
Level 2: Dwarven Weapon Training
Level 4: World Serpent's Grasp
Level 6: Sudden Roots
Level 7: Versatile Expertise

ITEMS
Maw of the Guardian Craghammer +1 x1
Hide Armor x1
Heavy Shield x1
====== End ======

Interesting houserules ... but they cause Knowable problems.
Basically, the inherent bonuses put you somewhere around
2 to 4 levels behind a normal wishlist magic items game.
And you have no real guarantee of any item combos.

You wanna take an Itemless build and consider the cookies
from heaven (your DM) a temporary blessing.
idk wtf Mul and/or Warden , to do with itemless.

5E mini- SRD available now in HTML here:  http://dnd.wizards.com/products/tabletop/players-basic-rules

 

Wardens need help from items to be sticky and tough past paragon.  If you only get 1 magic item, I'd take a cloak of the walking wounded.  As a warden you aren't super sticky outside of forms, and much past low paragon it becomes REALLY tough to lock down monsters with just that.  A warden's main claim to fame is that they are, hands down, the toughest class you can find to kill.  May as well play up to it, rather than getting a little damage boost.

Also, you want to MC fighter, and you may want to look into resilience of stone.
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