Chambers
2011-08-23, 06:58 PM
Hey all, I've been thinking Paragon levels lately and interesting things for Defenders to do. I've never actually played in a Paragon level game before, so I don't know if this is a good idea or a bad idea, but I've worked out an 11th level Half-Elf Knight (Iron Vanguard) and I'd like some critique.
Note: Technically the magic items are a little off, as Farslayer is a level 13 weapon enhancement, but I'm not concerned about that so much as it's the idea I'm working with.
====== Created Using Wizards of the Coast D&D Character Builder ======
Shield and Spear Knight, level 11
Half-Elf, Fighter (Knight), Iron Vanguard
Eldritch Strike Option: Eldritch Strike Constitution
Knight Option: Shield Finesse
Knight Weapon Specialization Option: Bladed Step
Half-Elf Power Selection Option: Dilettante
FINAL ABILITY SCORES
STR 12, CON 21, DEX 17, INT 12, WIS 17, CHA 9
STARTING ABILITY SCORES
STR 11, CON 16, DEX 16, INT 11, WIS 12, CHA 8
AC: 30 Fort: 27 Ref: 23 Will: 26
HP: 96 Surges: 14 Surge Value: 24
TRAINED SKILLS
Athletics +9, Endurance +13, Heal +13
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +4, Diplomacy +6, Dungeoneering +8, History +6, Insight +10, Intimidate +4, Nature +8, Perception +8, Religion +6, Stealth +6, Streetwise +4, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Defend the Line
Fighter Utility: Hammer Hands
Multiple Class Attack: Power Strike
Fighter Utility: Measured Cut
Warlock Attack 1: Eldritch Strike
Fighter Utility 2: Push Forward
Fighter Utility 6: Dauntless Endurance
Fighter Utility 8: Shield Block
Fighter Utility 10: Iron Defiance
Iron Vanguard Attack 11: Frontline Surge
FEATS
Shield Finesse
Level 2: Battering Shield
Level 4: Spear Expertise
Level 6: Polearm Momentum
Level 8: Encouraging Shield
Level 10: Stout Shield
Level 11: Versatile Master
Level 11: Superior Will (retrained lvl 1 Melee Training: Con)
ITEMS
Farslayer Spear +3 x1
Magic Plate Armor +3 x1
Heavy Shield x1
Rushing Cleats (heroic tier) x1
Amulet of Protection +3 x1
====== End ======
The basic idea is to use Dilettante to pick up Eldritch Strike. Versatile Master makes it At-Will at 11th level, and now you have a Knight (which are all about Melee Basic Attacks) with a MBA that uses Constitution for Attack & Damage and has a Slide 1. Use a Spear so you can also use a Shield, because the Battering Shield feat extends the slide by +1. Rushing Cleats add another +1. Encouraging Shield and Stout Shield are defense boosters.
The net effect is that you have a MBA that does a Slide 3, which triggers Polearm Momentum to knock them prone. Defend the Line should be active, so they are also Slowed. When you get another paragon feat, take Shield Push, which adds +1 to the forced movement. This is important because now it's Slide 4 (prone and slowed). When they get back up they are out of charge range (slowed making their speed 2, charge adding +1, putting them 1 square out of charge range from you).
Edit: Though I guess the enemy could run, but they'd just be hurting their own attacks and defenses.
Farslaying is neat because on your turn you can reach out to 5 squares to attack, then slide them 4.
If you want to instead use a two-handed spear, you can drop all the shield feats and use a Staggering Glaive (losing a +1 square from Battering Shield, but picking it back up from Staggering, which is +1 square of slide per enhancement bonus). Also if you go two-handed you should go Polearm Master PP. Polearm Master isn't that great for a one-handed polearm fighter.
Thoughts? Would this hold up well at this level? I don't have experience playing or DM'ing in Paragon so I'm not sure what the benchmarks are.
Note: Technically the magic items are a little off, as Farslayer is a level 13 weapon enhancement, but I'm not concerned about that so much as it's the idea I'm working with.
====== Created Using Wizards of the Coast D&D Character Builder ======
Shield and Spear Knight, level 11
Half-Elf, Fighter (Knight), Iron Vanguard
Eldritch Strike Option: Eldritch Strike Constitution
Knight Option: Shield Finesse
Knight Weapon Specialization Option: Bladed Step
Half-Elf Power Selection Option: Dilettante
FINAL ABILITY SCORES
STR 12, CON 21, DEX 17, INT 12, WIS 17, CHA 9
STARTING ABILITY SCORES
STR 11, CON 16, DEX 16, INT 11, WIS 12, CHA 8
AC: 30 Fort: 27 Ref: 23 Will: 26
HP: 96 Surges: 14 Surge Value: 24
TRAINED SKILLS
Athletics +9, Endurance +13, Heal +13
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +4, Diplomacy +6, Dungeoneering +8, History +6, Insight +10, Intimidate +4, Nature +8, Perception +8, Religion +6, Stealth +6, Streetwise +4, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Defend the Line
Fighter Utility: Hammer Hands
Multiple Class Attack: Power Strike
Fighter Utility: Measured Cut
Warlock Attack 1: Eldritch Strike
Fighter Utility 2: Push Forward
Fighter Utility 6: Dauntless Endurance
Fighter Utility 8: Shield Block
Fighter Utility 10: Iron Defiance
Iron Vanguard Attack 11: Frontline Surge
FEATS
Shield Finesse
Level 2: Battering Shield
Level 4: Spear Expertise
Level 6: Polearm Momentum
Level 8: Encouraging Shield
Level 10: Stout Shield
Level 11: Versatile Master
Level 11: Superior Will (retrained lvl 1 Melee Training: Con)
ITEMS
Farslayer Spear +3 x1
Magic Plate Armor +3 x1
Heavy Shield x1
Rushing Cleats (heroic tier) x1
Amulet of Protection +3 x1
====== End ======
The basic idea is to use Dilettante to pick up Eldritch Strike. Versatile Master makes it At-Will at 11th level, and now you have a Knight (which are all about Melee Basic Attacks) with a MBA that uses Constitution for Attack & Damage and has a Slide 1. Use a Spear so you can also use a Shield, because the Battering Shield feat extends the slide by +1. Rushing Cleats add another +1. Encouraging Shield and Stout Shield are defense boosters.
The net effect is that you have a MBA that does a Slide 3, which triggers Polearm Momentum to knock them prone. Defend the Line should be active, so they are also Slowed. When you get another paragon feat, take Shield Push, which adds +1 to the forced movement. This is important because now it's Slide 4 (prone and slowed). When they get back up they are out of charge range (slowed making their speed 2, charge adding +1, putting them 1 square out of charge range from you).
Edit: Though I guess the enemy could run, but they'd just be hurting their own attacks and defenses.
Farslaying is neat because on your turn you can reach out to 5 squares to attack, then slide them 4.
If you want to instead use a two-handed spear, you can drop all the shield feats and use a Staggering Glaive (losing a +1 square from Battering Shield, but picking it back up from Staggering, which is +1 square of slide per enhancement bonus). Also if you go two-handed you should go Polearm Master PP. Polearm Master isn't that great for a one-handed polearm fighter.
Thoughts? Would this hold up well at this level? I don't have experience playing or DM'ing in Paragon so I'm not sure what the benchmarks are.