L2. +6 HP, +1 to all level-dependent abilities, new feat: Armor Proficiency (hide), new utility power: refocus enmity
L3. +6 HP, new encounter power: sequestering strike
L4. +6 HP, +1 to all level-dependent abilities, +1 Dex (15), +1 Wis (19), new feat: Improved Armor of Faith
L5. +6 HP, new daily power: bond of foresight
L6. +6 HP, +1 to all level-dependent abilities, new feat: Battle Awareness (Athletics), new utility power: soul seeker
L7. +6 HP, new encounter power: inexorable pursuit
L8. +6 HP, +1 to all level-dependent abilities, +1 Str (15), +1 Wis (20), new encounter power: rain of blows (replaces inexorable pursuit), new feat: Novice Power (rain of blows)
L9. +6 HP, new daily power: oath of pursuit
L10. +6 HP, +1 to all level-dependent abilities, new daily power: rain of steel (replaces bond of foresight), new feat: Adept Power (rain of steel), new utility power: river of life
DPR with Rain of Steel: ([0.50]2 + 2*[0.45]*[0.50])*(22) + (1-[1-0.05]2)*(34) + (9) = 27.72 DPR
At-will Powers:bond of pursuit, overwhelming strike, radiant vengeance Encounter Powers:all bets are off, rain of blows, sequestering strike, whirlwind charge Daily Powers:aspect of might, oath of pursuit, rain of steel Utility Powers:river of life, refocus enmity, soul seeker
Skills: Acrobatics (+12), Athletics (+12), Heal (+15), Perception (+15), Religion (+10), Stealth (+12) Feats: Adept Power (rain of steel), Armor Proficiency (leather, hide), Battle Awareness (Athletics), Improved Armor of Faith, Novice Power (rain of blows), Toughness, Weapon Expertise (flails)
Gear: +2 bloodclaw heavy flail +2 holy symbol of divinity +2 magic hide armor +2 cloak of resistance Belt of vim +1 Iron armbands of power +2 Salve of power Standard adventurer's kit
Changes from L10: +12 HP, +1 Str (16), +1 Con (14), +1 Dex (16), +1 Int (11), +1 Wis (21), +1 Cha (9), new encounter power: all bets are off, new feat: Weapon Expertise (flails), new paragon path: Pit Fighter
AC: 10 base +10 (level/2) +3 (Armor of Faith) +4 (Dex) +3 (Improved Armor of Faith) +1 (Armor Optimization) +4 armor (darkhide) +4 enhancement (+4 displacer darkhide) +2 item (+4 cloak of displacement)
Fortitude: 10 base +10 (level/2) +4 (Str) +1 (Avenger) +1 (Human) +2 (belt of vim) +4 enhancement (+4 cloak of displacement) +2 feat (Robust Defenses)
Reflex: 10 base +10 (level/2) +4 (Dex) +1 (Avenger) +1 (Human) +1 (boots of dancing) +4 enhancement (+4 cloak of displacement) +2 feat (Robust Defenses) +2 item (+4 cloak of displacement)
Will: 10 base +10 (level/2) +8 (Wis) +1 (Avenger) +1 (Human) +1 (circlet of mental onslaught) +4 enhancement (+4 cloak of displacement) +2 feat (Robust Defenses)
Bond of Pursuit: 1 attack, +26 vs. AC, roll twice Hit: 4d6+27 damage, reroll all 1's (4d6+39 damage with Bloodclaw) Crit: 5d6+51 damage, reroll all 1's (5d6+63 damage with Bloodclaw)
Rain of Steel damage: 2d6+15 damage, reroll all 1's
DPR with Rain of Steel: ([0.50]2 + 2*[0.40]*[0.50])*(55) + (1-[1-0.10]2)*(83) + (23) = 74.52 DPR
At-will Powers:bond of pursuit, overwhelming strike, radiant vengeance Encounter Powers:all bets are off, rain of blows, ready the final blow, sequestering strike Daily Powers:aspect of fury, lion of battle, oath of the inevitable blade, rain of steel Utility Powers:deadly payback, river of life, refocus enmity, soul seeker, vengeful revenant
Skills: Acrobatics (+18), Athletics (+18), Heal (+23), Perception (+23), Religion (+16), Stealth (+18) Feats: Action Surge, Adept Power (rain of steel), Armor Proficiency (leather, hide), Battle Awareness (Athletics), Flail Mastery, Improved Armor of Faith, Novice Power (rain of blows), Power Attack, Righteous Rage of Tempus, Robust Defenses, Toughness, Weapon Expertise (flails), Weapon Focus (flails)
Gear: +4 bloodclaw heavy flail +4 holy symbol of divinity +4 magic darkhide armor +4 cloak of displacement Belt of vim +2 Boots of dancing Circlet of mental onslaught Gauntlets of destruction Iron armbands of power +4 War ring Salve of power (4) Standard adventurer's kit
Changes from L20: +12 HP, +1 Str (19), +1 Con (15), +3 Dex (19), +1 Int (12), +3 Wis (26), +1 Cha (10), new epic destiny: Demigod, new feats: Flail Mastery, Robust Defenses (replaces Paragon Defenses)
Will: 10 base +15 (level/2) +9 (Wis) +4 (Epic Will) +1 (Avenger) +1 (Human) +2 (eye of awareness) +6 enhancement (+6 cloak of displacement) +2 feat (Robust Defenses)
Bond of Pursuit: 1 attack, +35 vs. AC, roll twice Hit: 4d6+33 damage, reroll all 1's (4d6+51 damage with Bloodclaw) Crit: 7d6+57 damage, reroll all 1's (7d6+75 damage with Bloodclaw)
Rain of Steel damage: 2d6+18 damage, reroll all 1's
DPR with Rain of Steel: ([0.50]2 + 2*[0.40]*[0.50])*(67) + (1-[1-0.10]2)*(103) + (26) = 89.12 DPR
At-will Powers:bond of pursuit, overwhelming strike, radiant vengeance Encounter Powers:all bets are off, rain of blows, ready the final blow, scatter to the astral winds Daily Powers:aspect of death, final oath, lion of battle, rain of steel Utility Powers:deadly payback, divine regeneration, ghostly vengeance, river of life, refocus enmity, soul seeker, vengeful revenant
Skills: Acrobatics (+25), Athletics (+25), Heal (+29), Perception (+29), Religion (+21), Stealth (+25) Feats: Action Surge, Adept Power (rain of steel), Armor Proficiency (leather, hide), Armor Specialization (hide), Battle Awareness (Athletics), Epic Fortitude, Epic Reflexes, Epic Will, Flail Mastery, Improved Armor of Faith, Melee Training (Wisdom), Novice Power (rain of blows), Power Attack, Righteous Rage of Tempus, Robust Defenses, Toughness, Weapon Expertise (flails), Weapon Focus (flails)
Gear: +6 bloodclaw heavy flail +6 holy symbol of divinity +6 magic elderhide armor +6 cloak of displacement Backtrack bindings Belt of vim +3 Eye of awareness Gauntlets of destruction Iron armbands of power +6 Salve of power (4) Shadow band War ring Standard adventurer's kit
Changes from L29: +6 HP, +1 to all level-dependent abilities, new feat: Melee Training (Wisdom)
Build Goal and Tactics:
This build has a goal that differs somewhat from that of the stereotypical Striker; it looks for survivability by maximizing his defenses, instead of the raw offensive output favored by others. However, the build is not weak in the offensive side either, sporting devastating critical hits and constantly damaging Stances as part of its strategy.
The goal for this character is simple; choose an opponent, and punish him with high accuracy attacks, as well as with automatic damage from your Rain of Steel stance. Most of the time, the target shouldn't be able to pierce your defensive shell. If the target attempts to flee, you gain a damage bonus from your Censure. If the target fights you, he will die. It's one of the best builds out there at forcing an opponent into a lose-lose situation. :D
Questions/thoughts/comments are welcome.
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The only thing I could ask for in this build is for 1 more point in Str in order to pick up Heavy Blade Mastery at some point in your career, but for that you would have to drop another stat or pick another race. Both of which would lower you defenses...
I'm pretty sure your weapons should be battleaxe/handaxe in the later snapshots, not scimitar/short swords.
Also, there's no way that you can afford all the equipment that you have listed. You only have 2 30s and a 29, + a 29's worth of gold. Your stuff totals way more than that.
I am heavily interested in the concept of a Master of Defense variant that goes for Warpriest instead and becomes a 'true' Defender, with a bonafide mark.
What do you think of the idea? I might drum something up sometime.
I'm pretty sure your weapons should be battleaxe/handaxe in the later snapshots, not scimitar/short swords.
Also, there's no way that you can afford all the equipment that you have listed. You only have 2 30s and a 29, + a 29's worth of gold. Your stuff totals way more than that.
Thanks for the correction. Let's see, according to my calculations, my total wealth should be 14,625,000 gp.
+3 NAD boosters - 2,125,000 gp each (total: 6,375,000 gp) +6 displacer elderhide - 2,625,000 gp (total: 9,000,000 gp) +6 bloodclaw handaxe - 1,625,000 gp (total: 10,625,000 gp) +6 jagged battleaxe - 1,625,000 gp (total: 12,250,000 gp) Iron armbands of power +6 - 1,125,000 gp (total: 13,375,000 gp) Gauntlets of destruction - 85,000 gp (total: 13,460,000 gp) Violet solitaire (a must, really) - 1,125,000 gp (total: 14,585,000 gp)
Hmm... you're right. I am over the gp limit. I'll probably take +2 NAD boosters instead, then, so I can squeeze off another item. Thanks for the catch.
"The best defense is a good offense." -Gen. George S. Patton
I am heavily interested in the concept of a Master of Defense variant that goes for Warpriest instead and becomes a 'true' Defender, with a bonafide mark.
What do you think of the idea? I might drum something up sometime.
Interesting idea. However, your damage will be significantly lower (and mine is not that high), and the +1 to AC in heavy armor is wasted. In all likelihood, you won't need to reroll 1's, since you roll twice. The powers do offer more synergy, but I'm not sold on it for an Avenger.
A Paladin/Warpriest, on the other hand... :D
"The best defense is a good offense." -Gen. George S. Patton
+6 jagged battleaxe - 1,625,000 gp (Total: 1,625,000 gp) +6 bloodclaw handaxe - 1,625,000 gp (Total: 3,250,000 gp) +6 holy symbol of divinity - 1,625,000 gp (Total: 4,875,000 gp) +6 magic elderhide armor - 1,125,000 gp (Total: 6,000,000 gp) +6 cloak of displacement - 3,125,000 gp (Total: 9,125,000 gp) Backtrack bindings - 525,000 gp (Total: 9,650,000 gp) Belt of vitality - 425,000 gp (Total: 10,075,000 gp) Eye of awareness - 425,000 gp (Total: 10,500,000 gp) Gauntlets of destruction - 85,000 gp (Total: 10,585,000 gp) Iron armbands of power +6 - 1,125,000 gp (Total: 11,710,000 gp) Shadow band - 1,625,000 gp (Total: 13,335,000 gp) War ring - 45,000 gp (Total: 13,380,000 gp) Violet solitaire - 1,125,000 gp (Total: 14,505,000 gp) Salve of power (5) - 5,000 gp (Total: 14,510,000 gp)
*whistles*... Just barely made it.
"The best defense is a good offense." -Gen. George S. Patton
this build looks very interesting to me since im planning on playing an Avenger come this friday in a brand new campaign. My question for you is if you wanted to keep the intergrity of the build together but you HAD to use a 2 hander, how would you go about changing this?
thanks in advance and i do love the build, i just cant stand the 4e prejudice against 2h weapons.
I'm just curious how you go from 16 strength at level 11, to 17 at level 12, which is required for Deadly axes. You never show how your strength gets from 16 to 17, what am I missing?