The Iron Curtain
- a Fighter concept -

Don't Mess with Her !
Idea: A good Fighter wants to accomplish three things - (1) keep many enemies in check, id est marked (2) have the power to withstand the retaliation and (3) be able to still do significant damange to both contribute as well as make ignoring his mark dangerous enough.
Basis: A Tempest Fighter can accomplish (1) and (3) usually well enough, but suffers significantly in regard of (2).
Solution: The Iron Body Ki Focus solves (2) and let's us also perform some other nice shenanigans.
Expansion: Develop the damage part (3) into a full nova to remove one enemy early from the fight and thus lower the enemy pressure.
Pros:
-- starts working at very low levels (only one level 5 magic item and one feat required)
-- leaves quite some room for indiviual implementation
-- unifies the best aspects of the Fighter into one build
Cons:
-- locks the multiclass slot (at least to a certain extend)
-- not fully compatible with certain builds that depend on a particular weapon (like polearms or frostcheese)
How It Works
The Iron Body Ki Focus provides a substantial Resist All against any attacks of targets that were hit since the last turn. That matches very well with the aforementioned goals of the Fighter to attack (and hopefully hit) as many targets as possible to keep them marked, which we accomplish by going down the two weapon Tempest Technique path. Thus the Iron Body Ki Focus turns the one weakness of the Tempest Fighter into an advantage and also opens up some nice extra options to use.
That is also how I came to name the concept 'Iron Curtain' - drown the enemies in an onslaught of small but vicious attacks while staying unharmed yourself by a mix of agility, quick parries and hardiness from your Ki Focus.
Implementation
Race
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Any race suitable for a Fighter with either a Str or a Dex bonus works well enough, even unusual choices like Halflings.
Class
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As already mentioned, a Fighter with Tempest Technique is the core of the build. To be able to use Ki Foci, either MC Assassin or MC Monk are required. Using a Hybrid is still an option for more flexibility.
Combat Surperiority together with Agile Surperiority is very useful for keeping the needed to-hit chance high, but can be traded for Combat Agility for enhanced mobility.
Attributes
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Strength is a primary and Dex an important secondary, although there is room for anything between a modicum and a full investment into Dex. Wis is a useful tertiary, but outside certain specific flavour starting with Wis 13 is enough (it will open Martial Resolve, among others, at Epic without further investments). Putting spare points in Con never hurts, while Cha and Int are not relevant to this build.
Feats
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MC Assassin or MC Monk is required.
MC Assassin will give you either Stealth or Acrobatics, which is very solid. The decision between a bit of free extra damage (and possible benefit for power swaps) or an encounter teleport to circumvent immobilises et al is not relevant to the further build.
MC Monk provides a free skill pick from the very good Monk class list and a one time use of Flurry of Blows. Centered Flurry provides good control, while Stone Fist Flurry will usually be significantly ahead in raw damage, but both are fine for this build and both are a good way to clear Minions.
Weapons
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Two Short Swords are the basis (or Katars once you get an improved crit chance), though Daggers (for RBAs or say Hybrid Sorcerer shenangians), Drow Longknives (for Heavy Blade Opportunity etc) and the Whip (for Flail / reach tricks) are also options with some investment.
You cannot use any enchanments for attacking, as that is taken up by the Ki Focus - but that can actually be used as an advantage, as it saves money usually needed for two weapons and opens up nice tricks with other enchantments (see optimisation below).
Armor
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Depending on the Dex Score either Hide or Chainmail is the armor of choice, as it provides a nice damage boost, and especially Chainmail can compensate for the lacking Will defense. The armor point missing towards Scale will be compensated by this build and is further alleviated by the resistance provided by the Iron Body Ki Focus, but it is still an option for those who want to give up damage for defense.
Consider Dwarven Armor if you wear heavy, a Battle Harness or Displacer Armor if you wear Hide, or Trollskin in any case. Armor of Resistance or Deathcut Armor or the like help to deal with elemental threats.
Other Items
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Nothing specific is required.
But as usual you should pick up Iron Armbands of Power, and if not otherwise slotted Strikebacks or Gauntlets of Blood as Gloves.
Pick up something to help you with your saves, like Amulett of Mental / Physical Resolve, Periapt of Cascading Health, or Boots of Free Movement - although some simple Acrobat Boots or the great Boots of Fencing Master help with mobilty as well.
Don't forget a tattoo, which usually should be Backslash.
More specific needs can be auras and area effects countermeasures as a Demonskin Tatoo or a Cloak of Survival can provide, or a Cloak of Displacement against ranged attacks.
Powers
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The cornerstone of the build is Dual Strike, which hands out a double mark, decent damage and on hit resistance against two enemies. Footwork Lure and Brash Strike are good secondary options to be used against single enemies.
Suggested encounter powers include about every multiattack power possible, for example Funneling Flurry, Rain of Blows (or Sweeping Blow with Heavy Blades), Come and Get It, Opportunist's Rend or Twofold Torment in Heroic Tier.
Daily Powers should compensate for the only avarage performance against strong single enemies, using picks like Villian's Menace, Bedeviling Assault or Dervish's Challenge, and on the other hand make use of the many nice Stance powers of the Fighter, especially such that grant additional attacks as Dancing Defense.
The Utility choices are open and should fill gaps in the individual party and the particular need of the campaign, with any kind of regeneration (as long as it's not heavily dependant on Con) being extremely valuable, but caution is advised against those that are Stances (they can conflict with the Daily attack Stances) and those that require immediate actions (as they block the use of Combat Challenge to punish a marked target that turn).
Note: The Character Builder often performs errornous calculations, missing boni from Ki Foci and Tempest Technique, so double check all math.
Performance EvaluationExample Numbers
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Resistance Iron Body Ki Focus at level 5 vs Monster Damage (MM3 style) at L5: 3 vs 2d6+6 = 3 vs 13 = 23%
- the same at L18: 6 vs 3d8+13 = 6 vs 26.5 = 22.5%
- the same at L30: 8 vs 4d8+20 = 8 vs 38 = 21%
RIBKF at L5 vs Monster Damage at L5 (MM3 style, limited expression): 3 vs 19.5 = 15.5%
- the same at L18: 6 vs 39 = 15.5%
- the same at L30: 8 vs 57 = 14%
RIBKF at level 5 vs Toughness at level 5: 3 vs 5 = 60%
- the same at L18: 6 vs 10 = 60%
- the same at L30: 8 vs 15 = 53%
RIBKF at L30 vs Bahamut's (level 36 solo) Bite attack: 8 vs 3d12+10 = 8 vs 29.5 = 27%
RIBKF at L30 vs Bahamut's Disintegration Breath: 8 vs 4d12+10 & 15 ong & 10 ong (minimum) = 8 vs 61 (min) = 39% (min)
Summary: The resistance stays solid and relatively constant throughout the levels. It will lower the incoming damage by over 20% for normal attacks and around 15% for strong single hits, and the performance becomes even better against the common methods of multi-attacks and ongoing damage. The often praised feat Toughness will be outperformed no later than the 2rd or 3rd resisted hit, effectiveness increasing with combat length.
Optimisation OptionsWeapon Enhancmenets
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While you cannot use any enhancement that is used on attacks, you can use passive and certain triggered enhancements.
A definate pick for one weapon should be a Rhythm Blade, which increases the shield bonus from Two Weapon Defense by one point. Strong second picks include Strongheart Weapons (against being weakened), a Master's Blade for two Stances at the same time, Chainreach Weapons for a nice extra attack with a bonus and Vengeful Weapons for a nice accuary and damage boost. There are others, as the Luckblade, that are in the grey area wether they work in conjucntion with a Ki Focus or not.
All former examples are already available as level 5 item or lower, and can thus easily be added to your armament by the end of Herioc.
Light Blades
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You want to consider getting Dex high enough so that you have 21 by Epic to pick up Light Blade Mastery.
Midnight Blade Style is an ideal for this build, as it increases accuracy the signature attack Dual Strike significantly. The Greater Style feat offers some advantages for mobility oriented builds, too. Nimble Blade is nice to boost your accuracy further while having CA. At Paragon you should consider Deft Blade for accuracy on your MBAs and Plunging Blade can increase the lethality of your OAs even further.
Heavy Blades
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This makes sense if you don't want to invest too much into Dex and plan on getting Heavy Blade Opportunity (together with Blade Opportunist, in case you choose Combat Agility as class feature), but will need to invest one extra feat to get proficiency with the Drow Longknife and at least Dex 17 by Epic for Weapon Mastery.
Whips
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You give up some damage and accuracy optimisation potential here, but you gain big time on Control, and the RP potential is huge as well... Employing Whips for reach is quite useful itself, but the real value comes from sliding with Lashing Flail and one round threatening reach per encounter from Whip Expert (free of prerequesites since DSCS).
Versatility
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Due its reliance on the Ki Focus to provide the basic enhancement bonus this build is in general more open to either mixing or switching weapons - be it for using advantages of different types, as in Nimble Blade while also having Heavy Blade Opportunity, or to switch either regularly to reap weapon related benefit from Fighter powers or using the Weapon Master powers. In these cases Weapon Master and Quick Draw are relevant feats to keep up the pace by Paragon.
Another way is to make use of the Martial Swap feats to be able adapt your power selection as needed. At last Skill Power lets you grab one of the very good Skill Powers, which should suit any build.
Your own Defense
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You definately should pick up Improved Defenses, not only because it's a good feat but also because NAD attacks are often combined with debuffs, that are not stopped by the Iron Body Ki Focus. If you have the feats to spare Epic Will is a solid pick. Definately consider Martial Resolve or improved Will and anything that helps with saving throws, as all you damage resistance will help nothing against being restrained, dominated or stunned.
Toughness and Durable are good as usual, but might not be necessary depending on your group.
Hide is a very nice armor, but sadly requires too much Con for specialisation, Chainmail is good but takes an extra feat (Chainmail Agility) if you want to get rid of the speed penalty, and Scale, while good overall, negates your damage bonus. Proficiency with a Parrying Dagger also provides 1 AC and gives up much less damage.
At last look out for any regeneration you can get from items (permanent or consumable), through powers from any other sources or allies, as it makes damaging you significantly at all very hard and also saves you some surges.
Defending your Party
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Mark of Warding and Daunting Challenge improve your mark.
Vexing Flanker can be useful to help other party members get CA. Any initiative boost like Improved Initiative or Danger Sense pairs well with your good Dex to go early in combat and lock down foes before they can cause harm.
Mobile Challenge is a very nice tool for repositioning between turns. Tactical Surperiority stops enemies from moving away from you by doing a move-charge combo. Allied Opportunity and Dual Challenge let's you further increase your marking and punishing abilities at Epic.
Offense
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Weapon Expertise and later Weapon Focus are always useful, and you can improved damage further with Agile Tempest.
Repel Charge should reliably generate a few extra attacks each encounter, and becomes even better if you have improved OAs. Back To The Wall is a very useful feat to improve accuracy and defense, as long as your campaign provides sufficient closed quarters. Two Weapon Opening, Reckless Attacker and Triumphant Attack make nice use of the incread crit frequency. Epic Resurgence and Martial Mastery provide power recovery at Epic. Striking Resurgences let's you use your Second Wind without giving up your attack for that round.
There are a large number of differnt Style feats, which often provide useful bonuses and nice flavour, especially if you are looking for specific benefits.
Assassin
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The Assassin has a good choice of close blast and multi-attack encounter powers, that pair well with your multi-marking / -resist strategy, including a nice variant of Come and Get It (Well of Shades). The Daily powers can help out with encounter long single-target buffs, such as an accuracy boost (Grave Spike), teleport chasing (Shadow Soul), increase melee reach (Sundered Shadow) as well has having a selection of Conjurations to attack even more targets or increase your control capabilities (for example Twilight Assassin, Wall of Shadows or Guild of Shadows). The utility powers are not particularly strong again, but can serve certain flavour or close gaps in a specific build.
As feats Killer in the Crowd and Minion of the Dark deserve some special mentioning.
Monk
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The Monk is a master of mobility and defense. The Encounter powers offer both good control and come with a nice movement power attached, but should be switched with your Fighter powers with care, because they usually are only single target powers. The Daily powers on the other hand provide some devastating multi target powers (Spinning Leoapard Maneuver, Crane Dance or Twilight Touch) or offer an Encounter long buff (Harmonious Thunder). The Utilities offer a wide variety of defensive and movement oriented powers, which help well with your Defender duties (Careful Stride, Centered Defense).
Paragon Path
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Kensei is a very well rounded Paragon Path, which increases both accuracy and damage and has a decent set of powers. Pit Fighter and Son of Mercy can increase damage even more, but require a substantial amount of Wis investment, while Shock Trooper gets by without Wis but also gets a bit less damage in the package.
Swordmaster is comparatively weak, but nice if you're interested in power recycling.
Dreadnought is your go to for sheer toughness and getting rid of conditions. Rakehell Duellist focused on increasing the attack frequency and defense of dual wielders.
You also should consider any path with racial requirements you meet, as they're often very good.
Epic Destiny
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Demigod (and its cousins) is wellrounded and good as usual. Punisher of the Gods makes good use of your increased attack and thus crit rate. Ceaseless Guardian is a bit more defensive, but provide very valuable resistance to daze and stun. Eternal Seeker lets you mix and match other strong powers, such as Blade Cascade from the Ranger. Deadly Trickster has some nice features, and you are one of the few Fighters who effortlessly qualifies for it. Eternal Defender can be a good pick for pure damage, but you might run into problems due missing the off-hand quality on the largest possible weapons - it's mainly a pick for the variant builds. Undying Warrior is your choice if you think your just not tough enough yet.
VariantsBattlerager Vigor
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The idea is to increase the resilience even further by regularly gaining temporary HP, thereby also switching to Con for more Surges and HP overall. The logical step is to switch to dual axes or dual hammers, too, get the most out of the increased Con.
Problems are a loss in AC (up to two points), a significant loss in Reflex and a loss of accuracy. There is also always the conflict between Dual Strike for more resist triggers, Brash Strike for more accuracy and Crushing Surge for more tHP, and this conflict goes on all the same with encounter powers, as non-invigorating powers lose about 60% of the possible tHP compared to the invigorating but generally weaker powers (40% vs 100% on hit, 0% vs 60% on miss).
The damage can be lower or higher overall, but tends to be much less reliable than with Tempest Technique, and tHP from other sources can often go to waste. In summary the expected performance will be lower against many enemies at once and slightly better against single strong enemies.
Fighter Weapon Talent
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This build largely plays out like any standard Weapon Talent build, being independent of choice for shield or two-handed weapon, a particular weapon group and Con, Wis or Dex.
It relys on multi-attack and especially burst powers to generate attacks against as many as targets possible in the first few rounds, operating under the assumption that at the time these encounter powers run out most of the foes will already be dealt with.
Polearm Builds
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During Heroic they mostly play like any other Fighter Weapon Talent build with a focus on balancing Dex and Wis, gaining their true power in Paragon with the arrival of Polearm Gamble to generate many extra attacks to trigger more resistances and also to stop the enemies dead in their tracks (or worse). The build trades control for raw damage output and toughness / defense, although the recent arrival of PHB3 feats can migitate some of these lacks.
Key powers include forced movement from Footwork Lure and any encounter powers that pushes or slides, preferably again those targeting multiple enemies. The key feat is Polearm Momentum to knock all enemies prone which were pushed or slid at least two squares, which is achieved by wearing Rushing Cleats and possibly taking Spear Push. This can also be done with OAs by combining either a Glaive with Heavy Blade Opportunist, a Spear with Rushing Cleats and Swift Spear or Forceful Opportunist and any Polearm with Rushing Cleats and/or Spear Push. In case your DM regularly uses a charge and creatures with reach consider picking up Repel Charge.
The biggest challenge the build faces is when the enemies either have piled up on the Fighter, getting through his curtain of Polearm Gamble, or worse have circumvented him and stand in the midst of his less durable allies.
Putting All Into PractiseFirst we examine the most bog standard example - a Half-Orf Tempest. The primary focus was to provide a well rounded Fighter, that can take a punch and still threatens the enemies aggresively. The remaining options were built around not only solid DPR, but being able to nova one mob out of combat as early as possible.
Hence the usual tactic is to move in and check if triggering Come and Get It is beneficial. Afterwards the multiattacks are triggered in rapid succession. Battle Fury Stance is used primary as burst damage tool, and all other utilities and daily choices are geared towards improving specific performance or filling some usual Fighter weaknesses.
If the build isn't aggressive enough for you, the offensive variant provides an example that is virtually guaranteed to nova a mob, but it loses the resilience of the Iron Body Ki Focus for it. But even the more defensive variant should give any Striker a good run for his money.
Cut (defensive)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Cut (defensive), level 16
Half-Orc, Fighter, Shock Trooper
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 22, Con 12, Dex 22, Int 9, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
AC: 33 Fort: 32 Reflex: 31 Will: 26
HP: 117 Surges: 11 Surge Value: 29
TRAINED SKILLS
Intimidate +25, Endurance +15, Athletics +18, Stealth +18
UNTRAINED SKILLS
Acrobatics +15, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Heal +10, History +7, Insight +10, Nature +10, Perception +10, Religion +7, Streetwise +8, Thievery +13
FEATS
Level 1: Light Blade Expertise
Level 2: Monastic Disciple
Level 4: Weapon Focus (Light Blade)
Level 6: Thirst for Battle
Level 8: Midnight Blade Student
Level 10: Improved Defenses
Level 11: Deft Blade
Level 12: Mobile Challenge
Level 14: Deadly Draw
Level 16: Nimble Blade
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Monastic Disciple: Stone Fist Flurry of Blows
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Villain's Menace
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Dancing Defense
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Bash and Pummel (replaces Serpent's Coil)
Fighter daily 15: Dust Storm Assault (replaces Villain's Menace)
Fighter utility 16: Mighty Surge
ITEMS
Iron Body Ki Focus +3, Rhythm Blade Short sword +1, Master's Blade Short sword +1, Amulet of Protection +4, Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Screaming Darkhide Armor +4, Power Jewel (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Cut (offensive)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Cut (offensive), level 16
Half-Orc, Fighter, Shock Trooper
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 22, Con 12, Dex 22, Int 9, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
AC: 32 Fort: 31 Reflex: 29 Will: 25
HP: 117 Surges: 11 Surge Value: 29
TRAINED SKILLS
Intimidate +25, Endurance +15, Athletics +18, Thievery +18
UNTRAINED SKILLS
Acrobatics +15, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Heal +10, History +7, Insight +10, Nature +10, Perception +10, Religion +7, Stealth +13, Streetwise +8
FEATS
Level 1: Light Blade Expertise
Level 2: Silvery Glow
Level 4: Sneak of Shadows
Level 6: Thirst for Battle
Level 8: Midnight Blade Student
Level 10: Wintertouched
Level 11: Lasting Frost
Level 12: Nimble Blade
Level 14: Novice Power
Level 16: Improved Defenses
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Villain's Menace
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Mighty Sprint
Fighter encounter 7: Come and Get It
Fighter daily 9: Dancing Defense
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Bash and Pummel (retrained to Low Slash at Novice Power) (replaces Serpent's Coil)
Fighter daily 15: Unyielding Avalanche (replaces Villain's Menace)
Fighter utility 16: Mighty Surge
ITEMS
Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Screaming Darkhide Armor +4, Frost Short sword +3, Frost Dagger +2, Gloves of Ice (paragon tier), Iron Armbands of Power (paragon tier), Cloak of Distortion +3, Power Jewel (heroic tier), Siberys Shard of Merciless Cold (paragon tier), Siberys Shard of Merciless Cold (heroic tier)
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As variant we now introduce a Weapon Talent / Flail / Pit Fighter. He is more geared towards multi target bursts, and makes up for his lack of punch on his MBAs (lest your DM is generous towards the recent Pit Fighter nerf) with stronger control. Furthermore it demonstrates the great synergy between resistance and regeneration.
Again an offensive variant is provided as well. For both you might consider switching to Heavy Blades in Epic, when you have more room for control on MBAs, profit from the lower Dex requirement for Weapon Mastery and have room to trade Rain of Blows / Sweeping Blow. With HBO, Focused Superiority and Brash Strike & Vigilant Justice Style, or In the offensive variant Bracers of Tactical Blows / Rapid Strike Bracers you can add your Wis even to your important MBAs.
Clobber (defensive)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Clobber (defensive), level 16
Longtooth Shifter, Fighter, Pit Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 20, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 15, Int 8, Wis 14, Cha 10.
AC: 34 Fort: 34 Reflex: 29 Will: 29
HP: 117 Surges: 10 Surge Value: 29
TRAINED SKILLS
Intimidate +19, Endurance +18, Athletics +19, Perception +18
UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +13, Heal +13, History +7, Insight +13, Nature +13, Religion +7, Stealth +9, Streetwise +8, Thievery +9
FEATS
Level 1: Master at Arms
Level 2: Monastic Disciple
Level 4: Weapon Focus (Flail)
Level 6: Cruel Cut Style
Level 8: Shield Push (retrained to Lashing Flail at Level 11)
Level 10: Improved Defenses
Level 11: Hindering Shield
Level 12: Marked Scourge
Level 14: Deadly Draw
Level 16: Vexing Flanker
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Footwork Lure
Monastic Disciple: Centered Flurry of Blows
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Storm of Blows (replaces Hack and Hew)
Fighter daily 15: Dust Storm Assault (replaces Driving Attack)
Fighter utility 16: Mighty Surge
ITEMS
Iron Body Ki Focus +3, Dwarven Stormscale Armor +4, Amulet of Protection +4, The Skinsplitter Alhulak +1, Heavy Shield, Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Casque of Tactics (heroic tier), Power Jewel (heroic tier), Blood Fury Drow Long Knife +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Clobber (offensive)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Clobber (offensive), level 16
Longtooth Shifter, Fighter, Pit Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES
Str 22, Con 12, Dex 16, Int 9, Wis 20, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 15, Int 8, Wis 14, Cha 10.
AC: 34 Fort: 34 Reflex: 29 Will: 29
HP: 117 Surges: 10 Surge Value: 29
TRAINED SKILLS
Intimidate +19, Endurance +18, Athletics +19, Perception +18
UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +13, Heal +13, History +7, Insight +13, Nature +13, Religion +7, Stealth +9, Streetwise +8, Thievery +9
FEATS
Level 1: Master at Arms
Level 2: Silvery Glow
Level 4: Cruel Cut Style
Level 6: Wild Senses
Level 8: Monastic Disciple
Level 10: Deadly Draw
Level 11: Lashing Flail
Level 12: Marked Scourge
Level 14: Reckless Attacker
Level 16: Improved Defenses
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Footwork Lure
Monastic Disciple: Stone Fist Flurry of Blows
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Mighty Sprint
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Fighter's Grit
Fighter encounter 13: Sweeping Blow (replaces Hack and Hew)
Fighter daily 15: Unyielding Avalanche (replaces Driving Attack)
Fighter utility 16: Mighty Surge
ITEMS
Dwarven Stormscale Armor +4, Amulet of Protection +4, Heavy Shield, Cincture of the Dragon Spirit (heroic tier), Boots of the Fencing Master (heroic tier), Backlash Tattoo (heroic tier), Casque of Tactics (heroic tier), Power Jewel (heroic tier), Blood Fury Drow Long Knife +1, Gauntlets of Blood (heroic tier), Radiant Triple-headed Alhulak +3, Rain of Hammers Ki Focus +1, Couters of Second Chances (heroic tier), Siberys Shard of Radiance (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Further Readings
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the Art of Defending (by mkill) for strategies how to fulfill the job as defender well
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the Fighter Handbook (by lordduskblade) for further opinions and options, such as racial feats, items, etc
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the Assassin Handbook (by erleni) for Assassin stabbity
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the Monk Handbook (by furious_kender) for Monk punching
Feedback, in-play experiences, criticism and suggestion are always welcome.