| Post/Author/DateTime | Post |
|---|---|
| LachlarlanIII05-15-07, 03:29 PM | I like long titles for my threads. Could you tell? :) Lawful Neutral Dwarf Knight 3 / Hexblade 4 / Fighter 6 / Exotic Weapon Master 2 Str 15, Dex 14, Con 16, Int 10, Wis 8, Cha 12 1: Fighter 1 - Combat Reflexes, *Improved Weapon Familiarity 2: Knight 1 3: Knight 2 - Hold the Line, *Mounted Combat 4: Hexblade 1 - Str 16 5: Hexblade 2 6: Knight 3 - Expert Tactician 7: Hexblade 3 8: Hexblade 4 - Str 17 9: Fighter 2 - Improved Initiative, *Weapon Focus (Dwarven Warpike) 10: Fighter 3 11: Fighter 4 - *Weapon Specialization (Dwarven Warpike) 12: Fighter 5 - Power Attack, Str 18 13: Fighter 6 - *Melee Weapon Mastery (Piercing) 14: Exotic Weapon Master 1 15: Exotic Weapon Master 2 - Lunging Strike *Bonus Feat Exotic Weapon Master Tricks - Exotic Reach, Trip Attack This build focuses on keeping enemies unable to move effectively. It does this via the Knight's Bulwark of Defense when enemies are threatened, and Combat Reflexes, Hold the Line, and Expert Tactitian when they aren't. Attacks before magic are +22/+17/+12 and do 2d6+10 damage. Saves before magic are +13/+6/+8, but become higher when magic spells and abilities are thrown it's way via Arcane Resistance. |
| bitznarf05-15-07, 03:35 PM | I believe that to be a Hexblade in LG you are limited to CN and CG alignments. |
| LachlarlanIII05-15-07, 03:38 PM | I believe that to be a Hexblade in LG you are limited to CN and CG alignments. Nope, Hexblades are restricted to non-good alignments. They lose their abilities if they're ever good. Hexblade is in the build because I wanted to boost my saves. It could also have been Paladin, but that would have required a different class layout, and paladins generally don't survive long in the Bandit Kingdoms. |
| bitznarf05-15-07, 04:06 PM | Right, I'm thinking Warlock, opps. |
| _metz_05-16-07, 01:19 AM | Right, I'm thinking Warlock, opps. Which is closed anyways ;) - and you also have to be either chaotic or evil to qualify. (in other words cannot be LG or LN) As for the build, I always like to think if one is making a dwarf fighter some deep warden should be thrown in - but thats just me. Lose improved initiative and replace fighter levels 5 and 6 with deep warden perhaps? Improved Initiative never seems to be that important for fighters cos you usually delay to be buffed or see what the monsters are doing etc. Not to mention with Hold the line you are going to be waiting for them to come to you... (combat reflexes covers the getting AoOs issue) |
| Southernskies05-16-07, 06:15 AM | I would suggest Knight first for the extra HP and the slightly better selection of class skills. Surviving 1st level with just a dwarven waraxe won't be a problem until you get that fighter level. |