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.

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.