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| Ilorath10-28-05, 09:59 AM | These two character build questions might have been covered before but since these boards don't have any good search function (well none I have found so far) I hope someone might redirect me to a good answer or write a new one. After some absence from playing D&D my group has decided to pick up the gaming again. The campaign setting will be Forgotten realms and we (the players) have pretty much full freedom to create whatever class/prestige class combination we want. We will probably start at at least level 3 so most playable Forgotten Realms races are available. And now to my questions: I have pretty much narrowed it down to 2 character concepts I find interesting (not the two most original but two I enjoy playing :)). 1. The Rogue/Fighter, noble and good hearted but very arrogant and prestige-minded. This character fights with a rapier and uses no or light armour rather then a big axe and full plate (he is still more of a fighter then a Rogue). 2. The Fearless loyal dwarf, grumpy and hard as rock. Not an unintelligent dwarf but sometimes the hammer provides a much better argument then the spoken word. He knows what is right and what is wrong and never (well at least does his uttermost no to) acts against his beliefs. In both cases I would want some versatility but without ruin the fighting capability too much (I would also rather see them dishing out damage then being able to take damage). For option number one I have played around a little with the Fighter/Rogue/Duellist concept And for option 2 the Cleric/Hammer of Moradin concept. The main reason for the choice of cleric/hammer of Moradin is that if I do fighter/(badass fighter prestige class put here) I lose so much in terms of flexibility that I believe one gets with either skills (rogue) or spells (cleric/wizard) So any suggestions on good builds to fit my two character concepts, and your options don’t need to be based on the classes I have listed since this is merely a choice I have made from my limited knowledge of all the available prestige classes We will use a point-buy system for stats probably with 28 or 30 points (no decided yet) so if you want please include a good stat suggestion as well. /Ilorath |
| Dain10-28-05, 10:10 AM | For the Fighter/Rogue thing you could do a Rogue 3/Fighter 2/Chameleon 10/Nightsong Enforcer 4 or a Swashbuckler 3/Fighter 4/Duelist 10 wielding an elven thinblade If you've got the stats for it, the best Hammer of Moradin build in my opinion is this: Paladin 4/Fighter 2/Pious Templar 4/Hammer of Moradin 10. Cha to saves and cha to damage via divine might, 1,5 x str on damage in one hand, weapon specialization = a lot of damage with the standard warhammer out of the PHB wielded in one hand. If you've got lover stats, Cleric 4/Fighter 4/Hammer of Moradin 10 works as well. If you choose the latter be sure to use the Dwarf Racial Substitution cleric from Races of Stone for +2 damage with your hammer and d10 as starting HP. |
| dawgfan10-28-05, 10:30 AM | I like for your first charecter something like a half elf Rogue3/Swashbuckler3/Fighter2/Champion of Corellon2/Duelist10, thats giving you str, dex, and int to damage when weilding your thinblade. For the 2nd type go dwarf Ranger3/Fighter2/Deepwarden2/Pious Templar3/Hammer of Moradin10 for full bab, great HP and saves, con to AC, and a slew of other sweet abilities. |
| Dain10-28-05, 10:34 AM | I like for your first charecter something like a half elf Rogue3/Swashbuckler3/Fighter2/Champion of Corellon2/Duelist10, thats giving you str, dex, and int to damage when weilding your thinblade. For the 2nd type go dwarf Ranger3/Fighter2/Deepwarden2/Pious Templar3/Hammer of Moradin10 for full bab, great HP and saves, con to AC, and a slew of other sweet abilities. Until this day it is still unclear wether the Stonewarden ability isn't limited by the max dex bonus of your armor. Ultimately, it depends on your DM. I know I wouldn't allow it. |
| Ilorath10-30-05, 02:01 AM | Thanks for the nice build suggestions. /Ilorath |
| Sang-Drax10-30-05, 07:44 AM | Until this day it is still unclear wether the Stonewarden ability isn't limited by the max dex bonus of your armor. Ultimately, it depends on your DM. I know I wouldn't allow it. I totally agree; and the already suggested dwarf builds are just the best to go with HoM. For a finesse warrior, Champion of Corellon 2 is a must have... in fact, it's the only way to make something out of the duelist. I have yet another suggestion, though: Sun Elf Rogue 3/Swashbuckler 3/Fighter 2/CoC 2/Duelist 7/Shou Disciple 3 The 3 last levels of Duelist are not that great - by 7th level, you already get the mximum out of a 24 Int score, probably more than what you'll have by then. You'll also have the Elaborate Parry ability, which already kicks ass by 7th level. Shou Disciple 3 will let you flurry with a light weapon... so, use an elven lightblade on the other hand and you're set! Flurry with your off-hand weapon. You'll lose the Precise Strike ability from Duelist, which only works when you wield one weapon, but you'll get 2 extra attacks with +int +dex to damage. Of course, no one knows exactly whether SD grants flurry or not. I've already seen the author stating it does, but it's not an official source. |
| Ilorath10-31-05, 02:45 PM | For my dwarf build I still have a question :). The builds you are suggesting are (as far as I can see) very good combat-wise but lack a little outside of combat. I was thinking maybe a Cleric 10 / Hammer of Moradin 10 build (with the Dwarf Racial Substitution cleric from Races of Stone as Dain is suggesting) would solve this since the cleric spells would give the character a lot of useful non-combat options. Are there any big disadvantages in this build that I am missing? If you think a Cleric 10 / Hammer of Moradin 10 build is meaningful what feats do you think I should take and what domains would in your opinion be the best to chose (Moradin allows: Craft, Dwarf, Earth, Good, Law and protection)? /Ilorath |
| El_Machinae10-31-05, 02:59 PM | At Clr 10, Clr 11 will be better than HoM 1, so it will not be optimal to switch at that time. I really like starting with Ranger if I'm doing HoM, because those skill points give you a real "extra" boost that should qualify for your 'multi-tasking' request. With levels in both Ranger and Cleric, you won't be able to do much with spells, but you'll be able to do a lot with wands - which isn't so bad. I really like Ranger 3/Cleric 3/Deepwarden 2. You can put all your feats into your PC, you've got a lot of skill points, and you have low level spells when they're useful (at low levels). If you have a good wisdom, a dip into Battlesmith is better than using the Cleric 4 sustitution. I waffle on whether Rapid Shot is better than TWF for the Ranger bonus feats - they both work really well with HoM. |
| Dain11-01-05, 06:52 AM | For my dwarf build I still have a question :). The builds you are suggesting are (as far as I can see) very good combat-wise but lack a little outside of combat. I was thinking maybe a Cleric 10 / Hammer of Moradin 10 build (with the Dwarf Racial Substitution cleric from Races of Stone as Dain is suggesting) would solve this since the cleric spells would give the character a lot of useful non-combat options. Are there any big disadvantages in this build that I am missing? If you think a Cleric 10 / Hammer of Moradin 10 build is meaningful what feats do you think I should take and what domains would in your opinion be the best to chose (Moradin allows: Craft, Dwarf, Earth, Good, Law and protection)? /Ilorath Well, for a fighter-type character, losing 3 points of BAB isn't exactly optimal. Plus, you're missing a lot of feats and fighting options. And your cleric buffs will be easily dispelled in the higher levels... even if you use one of the (lacking) feats on Practiced Spellcaster. Your non-combat options *will* be stronger, but I really don't think that clerics have that many RP-spells on their list - not when comparing with Wizard or Bard. If I were you, I would choose one of the fighter type builds and make up for the lack of spells in non-combat situations with a fun-to-play personality. I can flesh both my suggested builds out for you level by level, if you're interested. :) |
| Ilorath11-01-05, 09:20 AM | Ok I see your points on why I should not make the Cleric 10/Hammer of Moradin 10 build. I can flesh both my suggested builds out for you level by level, if you're interested. If you want and have time please do (I have a very limited knowledge outside the obvious on what feats are good). Even though the light fighter will have more skills points I am leaning towards a dwarf build so if you don’t want to do all the 4 builds you have suggested do one or both of your Hammer of Moradin builds. /Ilorath |
| Dain11-01-05, 12:20 PM | First, the most powerful, but also the most stat-intensive one. Don't do this build if you don't have at least 14+ str, 8+ dex, 16+ con, 6+ Int, 12 Wis, 14+ cha after racial adjustments. The higher your Str, Con and Cha, the more power, as with any build that takes off-set in Paladin + Divine Might mechanics. Gold Dwarf Paladin 4/Fighter 2/Pious Templar 4/Hammer of Moradin 10 1: Paladin 1: FEAT (WF: Warhammer) 2: Pal 2: 3: Pal 3: FEAT (True Believer) 4: Pal 4: Turn Undead <-- for use with divine might 5: Pal 4/Ftr 1: FEAT (Power Attack) 6: Pal 4/Ftr 1/PT 1: FEAT (Divine Might) 7: Pal 4/Ftr 1/PT 2: Mettle 8: Pal 4/Ftr 1/PT 3: FEAT (WS: Warhammer), DR 1/- 9: Pal 4/Ftr 1/PT 4: 2x FEAT (Iron Will, Cleave) 10: Pal 4/Ftr 1/PT 4/HoM 1: 11: Pal 4/Ftr 1/PT 4/HoM 2: 12: Pal 4/Ftr 1/PT 4/HoM 3: FEAT (Improved Toughness), Powerful grip, DR 2/- 13: Pal 4/Ftr 2/PT 4/HoM 3: FEAT (Imp. crit: Warhammer) 14: Pal 4/Ftr 2/PT 4/HoM 4: 15: Pal 4/Ftr 2/PT 4/HoM 5: FEAT (Improved Initiative) 16: Pal 4/Ftr 2/PT 4/HoM 6: DR 4/- 17: Pal 4/Ftr 2/PT 4/HoM 7: 18: Pal 4/Ftr 2/PT 4/HoM 8: FEAT (Power crit: Warhammer) 19: Pal 4/Ftr 2/PT 4/HoM 9: DR 6/- 20: Pal 4/Ftr 2/PT 4/HoM 10: For this build to work, you must have a 12 in wisdom. Improved Critical is a good feat unless you're in a magic heavy campaign where it's easy to get a hold of keen weapons - if that's the case, choose something else. All the last 3 Improved (X) feats can be switched around according to your taste. Notice that you at 20th level have full BAB, d10 all the way, killer saves thanks to multiclassing and Divine Grace, DR 6/-. From level 12 your warhammer wielded in one hand damage output will be 1d8 + 1,5x str + cha + 2 (specialization), which is more than any sword + shield fighter or paladin could hope for. Still though, consider wielding the hammer in two hands to make the Power Attack feat shine. Dwarf Cleric 4/Fighter 4/Hammer of Moradin 10 1: Cleric 1: FEAT (Improved Initiative), Racial Substitution level: d10 HD, combat bonuses 2: Cleric 2: 3: Cleric 3: FEAT (Iron Will) 4: Cleric 4: Racial Substitution level: +2 damage with Warhammer 5: Clr 4/Ftr 1: FEAT (WF: Warhammer) 6: Clr 4/Ftr 2: 2x FEAT (Power Attack, Cleave) 7: Clr 4/Ftr 3: 8: Clr 4/Ftr 4: FEAT: (WS: Warhammer) 9: Clr 4/Ftr 4/HoM 1: FEAT (Improved Toughness) 10: Clr 4/Ftr 4/HoM 2: 11: Clr 4/Ftr 4/HoM 3: 12: Clr 4/Ftr 4/HoM 4: FEAT (Improved Crit: Warhammer) 13: Clr 4/Ftr 4/HoM 5: 14: Clr 4/Ftr 4/HoM 6: 15: Clr 4/Ftr 4/HoM 7: FEAT (Open) 16: Clr 4/Ftr 4/HoM 8: 17: Clr 4/Ftr 4/HoM 9: 18: Clr 4/Ftr 4/HoM 10: FEAT (Open) Still capable of dealing out a lot of damage due to the +4 damage bonus on the warhammer from the first 8 levels and Powerful Grip, this build can hold his own as well. Do a 12 in wisdom and boost Str and Con to the maximum. Cha, Dex and Int are dump-stats. The last two feats could be anything from Imp. Bull-rush + Shock Trooper to whatever. For the last two levels, do whatever pleases you, for example a couple of fighter levels more. - Dain |
| Ilorath11-29-05, 07:38 AM | Do the +2 damage with warhammers from the racial substitution level stack with the +2 from warhammer weapon specialization? I have never understood the stacking rules fully so please explain why they stack if they do (which I assume is the case). /Ilorath |
| Sang-Drax11-29-05, 08:04 AM | Do the +2 damage with warhammers from the racial substitution level stack with the +2 from warhammer weapon specialization? I have never understood the stacking rules fully so please explain why they stack if they do (which I assume is the case). /Ilorath Yes, they do. They're two different, unnamed abilities - that's all. I don't know where to find the ruling in the SRD, but maybe you'd want to check out the Rules of the Game section by Skip Williams in the wizards' site. One of the first articles is "Does it stack?" or something like that. |