Advice for a Dwarf Fighter / Defender [Archive] - Wizards Community

Post/Author/DateTimePost
BadCatMan

05-29-05, 02:24 AM
Hi

My character died for the third time in three levels the other day (raised twice, avoided the other with a special item), and now with a break in the campaign, I'm looking for ways to retool him to reduce vulnerabilities (see below), and make improvements, both in and out of combat. Perhaps someone has some advice?

Some house rules:
Instead of adding 10 to the AC, we roll a d20. This can produce a very good defence, or a very bad defence.
We can earn feats by roleplaying and doing things with style. So feel free to suggest extra.
Using 3.0 and 3.5 rules.

Forgotten Realms setting

Long story short:
Ragnar Greyforge is a grey dwarf born in Mithril Hall during the duergar occupation, but his serf clan surrendered to the shield dwarves when Mithril Hall was retaken by Bruenor Battlehammer. The small grey dwarf population stayed and adopted shield dwarf culture, but was suspected and excluded by other dwarves. Ragnar joined the army, but left to find adventure and prove his worth as a proper dwarf. Adventuring has been hard, and he's died a few times, but continues to worship Moradin, determined to pass these tests of his faith.

Ragnar's looking for tactics and feats that will help him avoid death. High Hitpoints and AC just don't seem to be enough. He dislikes abberations and mind flayers, touch attacks, losing magic weapons to rusting spells and evil monstrous intelligent weapons, and ridiculously overpowered epic-level villians with 2d20 weapons.

Party:
Human katana-wielding Monk/Fighter: LN, a kindred spirit. we're both lawful, honourable, naive, lost in a strange new land.
Half-Elf Sorcerer, TN, possibly power-mad, but seems trustworthy. So far.
Human Ranger/Barbarian: CG rocketing down to CE. Psychopath and murderer. We don't know yet.
Human Rogue/Assassin: CN to CE, reckless. Also a murderer, and we also don't know yet.

Alignment: Lawful Neutral tending towards Lawful Good,

Str 17+3, Dex 14+2, Con 17+3, Int 10+0, Wis 10+0, Cha 3-4
I'd like to increase Int to gain more skill points.

A grey dwarf / duergar raised amongst shield dwarfs. Standard dwarf traits, with an extra -2 Cha, light sensitivity, listen and spot +1, move silently +4, immunity to paralysis and phantasms, invisibility 1/day. (Dropped immunity to poison and enlarge person, kept dwarven weapon familiarity).

Fighter 5 (with dwarf racial substitution 1 from Races of Stone).
Going for Dwarven Defender, with a sort-of Paladin along the way (see below).

Feats: Axe Focus, Power Attack, Cleave, Toughness, Dodge, Heavy Armour Optimisation (RoS),
Coming up: Endurance, Improved Critical and Weapon Specialisation (Dwarven Waraxe, if I can get another one), Improved Heavy Armour Optimisation, maybe Imp Bullrush, Imp Overrun, Imp Sunder, followed by Combat Brute (from Complete Warrior).

Skills: (just the ranks, unless noted)
Climb 3, Heal 1, Intimidate 6 (grand total 2), Jump 1, Move Silently 2 (total 7),

Saves (total; +2 vs spells, +2 vs poison):
Fort 7, Ref 3, Will 1

AC (/Dodge):
AC: 13/14
Touch AC: 1/2
Flat-footed AC: 12

Equipment of note:
+1 full plate, immune to acid
Heavy shield, possibly fire resistant
+1 sort-of-vorpal battleaxe
Fuzzy slippers (move silently +5)
Pet rock (that I will call a familiar or animal companion).


There are some special abilities that Ragnar can earn. One of these is gaining a cleric domain that belongs to Moradin. Just one, no other spells. I've been thinking of which domain to choose, looking for one that provides useful powers in and out of combat. The domains available are:

Craft (from FR): +1 creation spells, Skill Focus (a Craft); Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall Of Stone, Fantastic Machine, Major Creation, Force Cage, Greater Fantastic Machine; - This seems kind of dull until higher levels. Ragnar doesn't get much opportunity for crafting.

Dwarf (from FR): Great Fortitude; Magic Weapon, Bear's Endurance, Glyph of Warding; Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Earth Elemental Swarm; - So far this is my favourite option, with a good variety.

Earth: Turn air elementals, rebuke earth elementals; Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones; Wall Of Stone, Stoneskin, Earthquake, Iron Body, Earth Elemental Swarm; - Another interesting choice. But the turning/rebuking is countered by the charisma modifier of -4. Although I might be able to get this fixed (say using Con).

Good: +1 good spells; Protection From Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX (Good);

Law: +1 law spells; Protection From Chaos, Calm Emotions, Magic Circle Against Chaos, Order's Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Summon Monster IX (Law); Probaby come in handy against party members. Fairly similar to Good.

Protection: Protective Ward; Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere;

Any recommendations? Dwarf, Law and Protection seem to suit Ragnar's personality the best, although he's open to suggestions.

Another special ability Ragnar can earn involves the invisibility spell-like ability, to gain blink, greater invisibility and sneak attack 3d6. This can increase to more uses, and gaining Meld into Stone.

And what do you think I can get out of a pet rock animal companion/familiar? It'd go well with Stone Tell. :D

Hope that wasn't too much information. Any ideas for improvements? Thanks for any help you can give.