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| #1vhfforeverMay 03, 2008 15:04:47 | Well, we had our first game last Thursday and our play schedule will put us on every other Thursday. The first game was an introduction for all three new characters to meet the sole-survivor of the near TPK the game before. Two of us are playing dwarves (mostly; more on this later), there will be a modified Tiefling Sorcerer 4/Cleric 3/Mystic Theurge 2, and a Star Elf Bard/Spellsinger. My build (described in a moment) is a fairly standard HoM intro, and the second Dwarf is a Half Bronze Dragon Barbarian (Lion Totem Substitution) 4/Fighter 1/Battlerager 1 (DM stated she qualifies due to being half-dwarf, I'm not complaining). My build is as follows Class: Cleric 4, Fighter 2, Deepwarden 2, Hammer of Moradin 1 Eventual: Cleric 5/Fighter 2/Deepwarden 2/HoM 10/Battlesmith 1 The 5th Cleric level is just in unless I decide to take Battlesmith 2 I /may/ take the very last 2 levels as Dwarven Defender, but that's unlikely. (Both Dwarf Cleric Substitution Levels taken) Stats: (All of us are "Epic-adventurers" as described by the DM, hence higher rolled stats) Strength: 18 (20 with Gauntlets) Dexterity: 13 Constitution: 20 (22 with Amulet) Intelligence: 16 Wisdom: 18 Charisma: 13 Name: Torgar Splintershield Hit Points: 120ish Armor Class: 27 (10 Armor, 6 Constitution, 1 Deflection) Saves: +21/+3/+17ish (After all modifiers) Domains: Craft and Dwarf Magic Items of Note: +1 Adamantine Dwarvencraft Warhammer of Impact +1 Cold Iron Dwarvencraft Warhammer +2 Full Plate Healing Belt +2 Items of Strength and Constitution +1 Cloak of Resistance +1 Ring of Protection Feats Foehunter: Orcs (DM-Allowed Free Regional Feat) Skill Focus: Craft: Armorsmithing (Bonus Domain Feat) Great Fortitude (Bonus Domain Feat) Iron Will (1, HoM Requirement) Clan Prestige (3, Required History/Fluff Feat) Weapon Focus: Warhammer (Fighter 1, HoM Requirement) Power Attack (Fighter 2) Endurance (6, Deepwarden Requirement) Brutal Throw (9) Thoughts: I decided against tanking Intelligence so I could get into Deepwarden early in the build, to help raise AC without really having to sacrifice much aside from some skill points. Yes, the DM allows the Con bonus to exceed the armor's stated Dexterity modifier. I also gave up Turn Undead because I'm always going to have a magical buldgeoning weapon on hand, and having Knowledge: Dungeoneering as a class skill softens the entry into Deepwarden along with the d10 hit dice. I also really don't have much intention to pick up many Divine Feats that are powered by Turn Undead (Any, actually). So it wasn't much of a loss. The only real worry at this point is the totally suck-tastic Reflex save, though I'm confident that the character has more than enough hit points to simply wade through any spells requiring reflex saves with enough to spare (thankfully at 9th level not many people are casting Grease). I plan on mixing up melee and thrown attacks with him, and if I go with 2 levels in Battlesmith I'll be making a pair of Dwarven Throwers to use (or turn the Adamantine/Cold Iron hammers into them, to make things easier), and let their range and the HoM abilities make up for the Defenders complete lack of being able to go anywhere. So, well, that's it. More to come after the next game. Questions, comments, and/or thoughts on those last 3 feats? |
| #2OhaMay 04, 2008 4:35:58 | Nice nice nice :D . Hammer of Moradin Diary. Hmm, feats? I often read about very good experience with Steadfast Determination from PHBII, but my campaign ended at level 8, so I cant try it by myself. Another idea could be to take Power Throw from Complete Adventurer. |
| #3vhfforeverMay 04, 2008 9:41:32 | I've been putting a lot of thought into Steadfast Determination, and it was actually competing with Brutal Throw for the 9th level feat (as chucking Hammer's still isn't quite as good until they start coming back to you). The only reason I held off on it is one of the DM's house rules, which I sadly forgot to mention. Skill checks and Saving Throws are open ended, and bottomless. Meaning, if you roll a 20 you roll again and add 20 to that result, and if you roll a 1, you roll again and subtract 20 from that result. I never actually asked him how the "you don't fail on a 1" works with that, but I would assume that it would negate the "roll again and subtract 20." Steadfast Determination is a serious contender for the level 12 Feat still, though part of me still thinks on the possibility of Ability Focus: Quake. |