Creation of the Mountain King

Post/Author/DateTimePost
#1

TheMonk

Apr 17, 2009 10:01:56
I was thinking lately about creating the mountain king from warcraft 3. For those of you who do not know who the mountain king is, or what he looks like, here's a description, taken from a site:

"The mountain kings, or thanes as they are known in Khaz Modan, are the mightiest dwarven warriors under the mountain. Wielding both enchanted warhammers and hand axes, these fierce fighters live to test themselves against worthy opponents. Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals, Mountain Kings live only for battle.

Mountain kings boast prodigious combat abilities. They are ferocious in melee combat, wielding the traditional weapons of their race to decimate their foes. Their attacks leave opponents stunned and reeling. While they do not focus their efforts on discovering the secrets of the titans, they have long known of a powerful spark within every Ironforge dwarf - and mountain kings draw upon this spark and fan it into a raging flame. They conjure magic hammers and axes to hurl at their targets, stunning and slowing them so they can get close enough to use their real weapons. They transform themselves into silver-sheened creatures of living stone, shrugging off all attacks and hacking through flesh and bone with frightening ease."

So, as you can see, that is a mountain king. Also, here is a picture to see what a mountain king looks like:

http://www.blizzard.com/shared/blizz-com/images/war3/conceptart/mountainking-large.jpg



Well, hopefully you get the idea now, I won't bother you anymore with this stuff. Down to business. Here's what I want my character to be like.

- Must be a dwarf, all mountain kings are dwarfs.
- Must have very high HP, as he is a melee fighter.
- Must wield both an axe and a hammer, thus TWF feats.
- Must wear heavy armor.

Also, the mountain king possesses several abilities which I would like to be able to mimic in a D&D game. These abilities are the following.

Storm Hammer: the mountain king basically creates a hammer of force (or throw his own, if you will) and throws it at the target from a distance. The hammer is VERY damaging, and stuns enemies as well. I am not quite sure how to mimic this ability. At this time I really have no good ideas, sadly...

Thunder clap: an area of effect, close range attack that deals some damage, but slows the enemy's move speed and attack speed. In D&D, this could be an AoE move that debuffs the opponent's damage or attack roll, or similar, maybe even AC.

Bash: a passive ability of the mountain king, allows him to stun his enemy for a brief time with a melee attack, also deals extra damage. I am thinking the same as you. Yes, the Anvil of Thunder feat from CW. It fits the style, it fits the weapons, heck even the name of the feat fits the character...The flavor is there, as well as the effect and usefulness.

Avatar: the ultimate ability of the mountain king. When used, increases the mountain king's size, granting the mountain king more armor, more damage, more HP, and immunity to spells. When he uses this ability the mountain king will always utter the words "For Khaz Modan!!!". I am thinking using rage here, which will increase my damage and make me tougher, just like the real avatar ability. But I'd also need to increase, let's say, my saving throws (magic resistance), and somehow my AC. As I said, rage is one option, but sadly I can't really think of another. The barbarian's damage reduction is good though, but the mountain king will need several fighter levels for all the feats...

Here's a list of, well let's say thoughts on what the MK would look like in D&D.

Storm bolt is something one could easily mimic with a spell or better yet, a psionic power. But then again psionics or spellcasters really do not fit with the concept at all, and I would like to use mostly melee classes/PrC for the high HP, and BAB.

Classes I was thinking of using were fighter and barbarian. ToB would be an obvious pick but fighter levels are necessary for the feats, and barbarian for the "avatar" ability. Still, fitting a few maneuvers in may be an option, but the feat list is extensive.

The feat list so far looks like this:
- Improved sunder (needed for anvil of thunder), power attack, two weapon fighting (the MK fights with a hammer and an axe), weapon focus for both my hammer and the axe (need again for AoT weapon style feat). Next we have improved TWF, and greater TWF later on. Improved toughness is a must, the MK needs to be very heavy on the HP, it's one of his trademarks.

That's 8 feats so far. Additional feats could be mad foam rager from PHBII (delay effect of an attack or spell for 1 round while raging), and the feats that allow me to ad my con to my will save is very tempting as well. Indomitable will also looks awesome.

I know I can use ToB to improve the build but I am not really sure what maneuvers I could use that can actually mimic the four abilities listed above, but I do believe iron heart has some good maneuvers that can display the toughness of my MK. I'll be looking up ToB now though to see what I can do with that. Suggestions are welcome.

Thanks for reading all of this, I know it was a lot to read so thanks for the patience.
#2

gilfalas_elaandrin

Apr 17, 2009 10:07:30
Have you looked at the WoW tabletop RPG for this at all?
#3

Senevri

Apr 17, 2009 10:10:52
Isn't that an abridged Dwarf Cleric 20, using Visage of the Deity and possibly Hammer of Thunderbolts? War Priest, possibly, even?

Or... A Divine Crusader might, in fact, be a better fit. More melee, less magic. Enter with plain Fighter or Paladin to Dwarven Defender, perhaps?

Or, instead of DD, Warmind?
#4

TheMonk

Apr 17, 2009 10:11:35
Have you looked at the WoW tabletop RPG for this at all?

We actually do have the warcraft based Player's handbook available, but sadly, it's not allowed. I know there are warcraft based D&D books out there, but I can't use them.
#5

TheMonk

Apr 17, 2009 10:13:20
Isn't that an abridged Dwarf Cleric 20, using Visage of the Deity and possibly Hammer of Thunderbolts? War Priest, possibly, even?

Or... A Divine Crusader might, in fact, be a better fit. More melee, less magic. Enter with plain Fighter or Paladin to Dwarven Defender, perhaps?

Or, instead of DD, Warmind?

Thanks for all the suggestions, I'll be sure to look them up. The idea behind the MK was just a pure warrior though, with several extraordinary abilities, but If I'm going cleric 20 it just doesn't really feel anything like the MK

He isn't supposed to have spells at all actually.
#6

jameswilliamogle

Apr 17, 2009 10:14:35
- Must be a dwarf, all mountain kings are dwarfs.
- Must have very high HP, as he is a melee fighter.
- Must wield both an axe and a hammer, thus TWF feats.
- Must wear heavy armor.

Dwarf
Barbarian 2 / Fighter 18 (taking the Dungeon Crasher and Lion Totem CChamp variants) - 15 feats
Feats: TWF, iTWF, gTWF, WFoc, WSpec, Power Attack, Leap Attack, Imp Bull Rush, Shocktrooper, Melee Weapon Master, Crushing Strike, Imp Sunder, Anvil of Thunder, Combat Brute, Imp Bull Rush, Imp Initiative

Works better w/ just two hammers. Dwarven Throwers FTW.
#7

TheMonk

Apr 17, 2009 10:19:26
- Must be a dwarf, all mountain kings are dwarfs.
- Must have very high HP, as he is a melee fighter.
- Must wield both an axe and a hammer, thus TWF feats.
- Must wear heavy armor.

Dwarf
Barbarian 2 / Fighter 18 (taking the Dungeon Crasher and Lion Totem CChamp variants) - 15 feats
Feats: TWF, iTWF, gTWF, WFoc, WSpec, Power Attack, Leap Attack, Imp Bull Rush, Shocktrooper, Melee Weapon Master, Crushing Strike, Imp Sunder, Anvil of Thunder, Combat Brute, Imp Bull Rush, Imp Initiative

Works better w/ just two hammers. Dwarven Throwers FTW.

Mmmmm nice, simple and straightforward. Like it so far, but I guess I could go with some ToB goodies here as well. Thanks for the build, I'll consider it.

Any ideas on how to get thunder clap and storm hammer though?
#8

Senevri

Apr 17, 2009 10:22:22
Thanks for all the suggestions, I'll be sure to look them up. The idea behind the MK was just a pure warrior though, with several extraordinary abilities, but If I'm going cleric 20 it just doesn't really feel anything like the MK

He isn't supposed to have spells at all actually.

Well, a DivChamp gets a bare minimum - 1 spell per level known, I believe. 'Avatar' IS specifically a divine-type ability. Beyond that, I'll re-recommend a mcmelee/warmind build - also not that many powers but a bit of an oomph.

For pure melee, a Crusader with Stone Powers might work, or Fighter->Bloodstorm Blade, would get a returning throwable hammer.
#9

TheMonk

Apr 17, 2009 10:31:23
Well, a DivChamp gets a bare minimum - 1 spell per level known, I believe. 'Avatar' IS specifically a divine-type ability. Beyond that, I'll re-recommend a mcmelee/warmind build - also not that many powers but a bit of an oomph.

For pure melee, a Crusader with Stone Powers might work, or Fighter->Bloodstorm Blade, would get a returning throwable hammer.

Hmmm very nice idea, I didn't know that. I'll be sure to look that up as well.

Although avatar isn't actually a divine type ability, it's rather a dwarf's innate strength that he has to learn to channel (at least in warcraft).

Btw, is mcmelee an expression for a specific melee build or just a fun name?

Thanks for the ideas!

Edit: Psionics could indeed work
#10

carnivore

Apr 17, 2009 11:20:33
IMAGE(http://www.blizzard.com/shared/blizz-com/images/war3/conceptart/mountainking-large.jpg)

put this around the address for the Picture to appear: IMAGE()

:D
#11

TheMonk

Apr 17, 2009 11:23:32
IMAGE(http://www.blizzard.com/shared/blizz-com/images/war3/conceptart/mountainking-large.jpg)

put this around the address for the Picture to appear: IMAGE()

:D

Ah so that's how you do it lol. Thanks for showing me
#12

jameswilliamogle

Apr 17, 2009 16:51:34
Mmmmm nice, simple and straightforward. Like it so far, but I guess I could go with some ToB goodies here as well. Thanks for the build, I'll consider it.

Any ideas on how to get thunder clap and storm hammer though?

Just consider the progression of the feat chains as options. Whatever you pick, Fighter levels will be pretty important since you are going to be feat-heavy otherwise (or just go with a Warblade / Bloodstorm Blade build instead).
#13

phaedrusxy

Apr 17, 2009 16:54:27
This might be a place to start, also. Just use an axe and hammer, instead of an Urgosh, and get some Gloves of the Balanced Hands (Magic Item Comp.) instead of the ITWF feat. You can probably find psionic powers to give you the rest of what you want, or design some and get your DM to approve them.

Energy Stun (gained through Expanded Knowledge) could work for the Storm Hammer ability, I think, if you just say it looks like a hammer. Stomp is kind of similar to Thunder Clap. Avatar could be using the Expansion power + Defensive Stance + Chain of Defensive Posture + Chain of Personal Superiority.
#14

TheMonk

Apr 17, 2009 17:53:41
Thanks Phaedrus, for the link, I've looked it up, I must say I like some of the things there. Useful indeed.

And thanks for the ability suggestions, finally I have a thunder clap ability. I was also thinking about just re-flavoring an AoE spell, changing its name and the way it looks but nothing else in the way of mechanics.

You've been helpful guys, thanks a lot.

If you have any more ideas, builds or suggestion please let me know
#15

Balthanon

Apr 17, 2009 20:12:31
What level are you looking at for the character?

I would go with something like Warblade 13/Fighter 2/Deepstone Sentinel 5. That gives you the standard 7 feats from class levels, 2 feats from fighter, 3 feats from warblade, and 9th level maneuvers plus a host of dwarven flavored special abilities from Deepstone Sentinel.

If you don't use favored classes, adding in some Crusader is another option, to pick up some devoted spirit maneuvers for healing or some of the lower level stone dragon maneuvers you might want.

- Must be a dwarf, all mountain kings are dwarfs.
Deepstone Sentinel is a dwarven prestige class with a strong dwarven flavor, so it should fit this requirement.
- Must have very high HP, as he is a melee fighter.
Warblade levels should take care of this easily due to the d12 HD, without the need for Improved Toughness. Other than that, just ensure that Con is at least your second best stat.
- Must wield both an axe and a hammer, thus TWF feats.
As suggested earlier, TWFing plus Gloves of the Balanced Hand are probably best here.
- Must wear heavy armor.
I would suggest mithral full plate, which is actually medium but should look like heavy. You're going to have at least a 15 Dex for Two-Weapon Fighting so you'll want armor that allows for more of your Dex bonus to be applied to your AC. Dancing and Raging Mongoose will give you more and better attacks with your two weapons.

Fighter levels will give you heavy armor proficiency if you're set on that though.
- Storm Hammer
Lightning Throw (Iron Heart 8) could work for this fairly easily, though it doesn't have a stunning effect. If you use a stunning surge weapon (Magic Item Compendium) and you have a decent Cha bonus, you should be able to have this maneuver deal 12d6 + weapon damage + stunning though.

Alternatively, you could take levels in Bloodstorm Blade. There are a number of maneuvers you could use on a thrown weapon that stun.
- Thunder clap
Earthquake Strike might work here, though it only knocks enemies prone (reducing their actions while they stand and making them easier to hit) in a 20 foot radius. If you take all 5 levels of Deepstone Sentinel Awaken the Stone Dragon is a 60 foot radius burst that does the same thing + 12d6 damage.
- Bash
Anvil of Thunder could work here, or you could also just take a stunning weapon (Magic Item Compendium), though that is only on critical hits and has a poor DC. If you do decide to go with Anvil of Thunder, I would suggest picking up the "Axe Focus" alternate class feature for dwarves instead of Weapon Focus-- just in case you lose your weapons and have another axe available.

Deepstone Sentinel also grants an ability called Stone Curse that lets you drop the speed of a creature you attack to 0 which seems like it might fit.
- Avatar
This could be Mountain Stance and Giant's Stance plus the Stone, Iron, Admantine Bones strikes that grant damage reduction. If you have Diamond Defense or the other Concentration save replacements available, that should take care of resistance to most magic as well. The only thing this doesn't really address is the hp boost-- that and the fact that it isn't a single ability granting all of that in one fell swoop. I would actually stay away from rage though-- the bonus "hp" granted by that ability are more dangerous then they are useful.
#16

runestar

Apr 17, 2009 22:38:01
Races of stone has the 3-mountains style, which dazes the foe on a failed fort save if he gets hit by a blunt weapon twice. I suppose it could replicate the effect of bash somewhat...

I suppose for avatar, you couldn't just get enlarge person cast on you? I think there should be a magic item or two that grants this spell as well...righteous might would be better, if you could access it somehow...
#17

TheMonk

Apr 18, 2009 5:14:46
What level are you looking at for the character?

I would go with something like Warblade 13/Fighter 2/Deepstone Sentinel 5. That gives you the standard 7 feats from class levels, 2 feats from fighter, 3 feats from warblade, and 9th level maneuvers plus a host of dwarven flavored special abilities from Deepstone Sentinel.

If you don't use favored classes, adding in some Crusader is another option, to pick up some devoted spirit maneuvers for healing or some of the lower level stone dragon maneuvers you might want.

- Must be a dwarf, all mountain kings are dwarfs.
Deepstone Sentinel is a dwarven prestige class with a strong dwarven flavor, so it should fit this requirement.
- Must have very high HP, as he is a melee fighter.
Warblade levels should take care of this easily due to the d12 HD, without the need for Improved Toughness. Other than that, just ensure that Con is at least your second best stat.
- Must wield both an axe and a hammer, thus TWF feats.
As suggested earlier, TWFing plus Gloves of the Balanced Hand are probably best here.
- Must wear heavy armor.
I would suggest mithral full plate, which is actually medium but should look like heavy. You're going to have at least a 15 Dex for Two-Weapon Fighting so you'll want armor that allows for more of your Dex bonus to be applied to your AC. Dancing and Raging Mongoose will give you more and better attacks with your two weapons.

Fighter levels will give you heavy armor proficiency if you're set on that though.
- Storm Hammer
Lightning Throw (Iron Heart 8) could work for this fairly easily, though it doesn't have a stunning effect. If you use a stunning surge weapon (Magic Item Compendium) and you have a decent Cha bonus, you should be able to have this maneuver deal 12d6 + weapon damage + stunning though.

Alternatively, you could take levels in Bloodstorm Blade. There are a number of maneuvers you could use on a thrown weapon that stun.
- Thunder clap
Earthquake Strike might work here, though it only knocks enemies prone (reducing their actions while they stand and making them easier to hit) in a 20 foot radius. If you take all 5 levels of Deepstone Sentinel Awaken the Stone Dragon is a 60 foot radius burst that does the same thing + 12d6 damage.
- Bash
Anvil of Thunder could work here, or you could also just take a stunning weapon (Magic Item Compendium), though that is only on critical hits and has a poor DC. If you do decide to go with Anvil of Thunder, I would suggest picking up the "Axe Focus" alternate class feature for dwarves instead of Weapon Focus-- just in case you lose your weapons and have another axe available.

Deepstone Sentinel also grants an ability called Stone Curse that lets you drop the speed of a creature you attack to 0 which seems like it might fit.
- Avatar
This could be Mountain Stance and Giant's Stance plus the Stone, Iron, Admantine Bones strikes that grant damage reduction. If you have Diamond Defense or the other Concentration save replacements available, that should take care of resistance to most magic as well. The only thing this doesn't really address is the hp boost-- that and the fact that it isn't a single ability granting all of that in one fell swoop. I would actually stay away from rage though-- the bonus "hp" granted by that ability are more dangerous then they are useful.

Wow, great advice for sure! Thanks for taking your time to write this and help me out. I never thought about the deepstone sentinel but it looks like he has some very useful abilities.

I love the thunder clap idea, knocking everyone prone is a great move actually, takes a move action to stand up, which basically does "slow" them down.

For avatar, I was also thinking using those strikes, plus an item that enlarges me. Large size, plus those strikes and stances could easily replicate avatar, and along with a barbarian's rage too, it would be awesome.

As far as storm hammer goes, lightning throw is what I thought of first, but...it's a lv 8 maneuver so I'll only get it if I reach a really high level, which might not happen, so sadly I'll need another alternative

Races of stone has the 3-mountains style, which dazes the foe on a failed fort save if he gets hit by a blunt weapon twice. I suppose it could replicate the effect of bash somewhat...

I suppose for avatar, you couldn't just get enlarge person cast on you? I think there should be a magic item or two that grants this spell as well...righteous might would be better, if you could access it somehow...

The 3 mountains sounds nice, thanks!

I was also thinking enlarge for the avatar, plus rage, and some maneuvers. Could work very well I'll try make a build and see what I come up with!


Btw, the deepstone sentinel requires 13 ranks in balance...with levels of fighter this will be quite hard to obtain, I'll need to be very high level for this. Unless there is a way to get 13 ranks in balance by level 10, regardless of fighter levels.

Edit: Hmmm gloves of the balanced hand may remove the need for other TWF feats, I guess with these gloves I'll only need one TWF feat. That makes things easier
#18

runestar

Apr 18, 2009 6:12:33
Martial study for iron heart grants balance as a class skill. Or start off in warblade.
#19

Balthanon

Apr 18, 2009 9:06:48
Btw, the deepstone sentinel requires 13 ranks in balance...with levels of fighter this will be quite hard to obtain, I'll need to be very high level for this. Unless there is a way to get 13 ranks in balance by level 10, regardless of fighter levels.

If you want higher level maneuvers you'll need quite a few levels of Warblade, so balance shouldn't be a problem-- it just means you can't enter deepstone sentinel until after 10th level.
#20

TheMonk

Apr 18, 2009 15:40:34
Martial study for iron heart grants balance as a class skill. Or start off in warblade.

Ahh and there we have the last piece of the puzzle Thanks for reminding me of that, I totally forgot.


If you want higher level maneuvers you'll need quite a few levels of Warblade, so balance shouldn't be a problem-- it just means you can't enter deepstone sentinel until after 10th level.

Indeed, with gloves of the balanced hand, I'll only need 1 TWF feat, so that reduces my feats greatly, especially since maneuvers can add even more attacks, so I won't need GTWF either. Or I might pick it up on higher levels when I get all the feats that matter.

Btw, any ideas on how I can access abilities similar to thunder clap and storm hammer at early levels, such as lv 7 or even earlier? Getting it only after lv 15 or so is quite late, we might not even get to such a high level.

Another question: is there a magic item that perhaps lessens the TWF penalties by at least 1? Or even more, if possible...or a feat (except weapon focus)?

Thanks

- Avatar
This could be Mountain Stance and Giant's Stance plus the Stone, Iron, Admantine Bones strikes that grant damage reduction. If you have Diamond Defense or the other Concentration save replacements available, that should take care of resistance to most magic as well. The only thing this doesn't really address is the hp boost-- that and the fact that it isn't a single ability granting all of that in one fell swoop. I would actually stay away from rage though-- the bonus "hp" granted by that ability are more dangerous then they are useful.

I wanted to address this, but forgot to do it right away. It doesn't have to give me all the benefits in one single standard action or anything. I would like it to be all withing one round though. Swift action to change my stance, standard action to use a strike for DR, and I'm good to go...Only the HP is missing, and I could use rage for tha, but as you said one should stay away from it...although rage does give me a bonus to will saves, and higher str as well.

And don't forget, the will save bonus makes me tougher against spells too, and a higher str bonus offsets the TWF penalties, increases damage, not to mention it can increase the save DC of several of my feats, such as the 3 mountains or the anvil of thunder, whichever I opt to take. The rage isn't a bad idea in my humble opinion.

If you consider that I'll have good control options (anvil of thunder for stunning, thunderclap for AoE knockdown... and the knockback feat from races of stone allows a free bull rush attempt for every hit I score against an enemy when using the power attack feat...if I become large, use rage and imp. bull rush that's pretty good, not to mention stone stances that can grant me a bonus on opposed str checks...and also the feat adds a bonus to my bull rush str check equal to the amount I reduced my attack roll by when I used power attack...so yeah you can imagine how high the str check can go...), then I won't be taking as much damage, so that could help. Just and idea though, it may not work in practice.

Of course it's still very feat intensive so I'll have to choose, but there are many good options...

I had a good idea just now! How about this for thunder clap:
Combine the whirlwind feat or the iron heart "tornado" maneuvers with the Knockback feat from races of stone. If I manage to hit everyone surrounding me while I am large (avatar, 10 feet radius), and use power attack for at least +1 damage, I can bull rush everyone and knock them prone.

I just have to make the necessary fluff changes and make the effect look like thunder clap and there I have it!

Would this be a good idea?
#21

Balthanon

Apr 19, 2009 8:51:44
If you go for rage, I would just recommend the whirling frenzy variant in Unearthed Arcana instead of the standard variety. It sacrifices the Con increase for increased Dex and an additional attack.

As far area effect maneuvers, that is tougher. The route that you thought up using the tornado maneuvers may be your best option at lower levels. If you want to reflavor them, Shadow Hand does have Shadow Garrotte and Shadow Noose for ranged attacks though. You could pick those up with a Martial Study feat. Shadow Noose even has a stun effect rider (though only on flat footed opponents). So long as you're able to retrain the feats later, it should give you the ranged attack you want at lower levels.

The other option would probably be picking up levels of Bloodstorm Blade, simply carrying around throwing axes or hammers, or a combination of the two. (If you use axes, you can take the "Axe Focus" variant for dwarven fighters to keep your weapon focus with them.) 2 levels of Bloodstorm Blade will give you Thunderous Throw, which will let you treat a ranged attack as a melee attack, and Martial Throw, which will let you initiate a maneuver with a thrown weapon. You should be able to get that by level 7.

Something like the following might work:

Warblade 3/Fighter 2/Bloodstorm Blade 2/Warblade 3/Deepstone Sentinel 5/Warblade 5. That still gets you 18th initiator level and if you want to focus a bit more on ranged attacks, you could bump it up to Bloodstorm Blade 4 in order to pick up an extra fighter bonus feat and Lightning Ricochet-- which allows ranged full attacks-- or the barbarian levels you were interested in (though only if you don't use favored classes).
#22

TheMonk

Apr 19, 2009 10:27:17
If you go for rage, I would just recommend the whirling frenzy variant in Unearthed Arcana instead of the standard variety. It sacrifices the Con increase for increased Dex and an additional attack.

Hmm would this be smart? TWF combined with that rage variant would result in quite a -4 attack bonus penalty, which is quite bad. No use for an extra attack if I don't hit

As far area effect maneuvers, that is tougher. The route that you thought up using the tornado maneuvers may be your best option at lower levels. If you want to reflavor them, Shadow Hand does have Shadow Garrotte and Shadow Noose for ranged attacks though. You could pick those up with a Martial Study feat. Shadow Noose even has a stun effect rider (though only on flat footed opponents). So long as you're able to retrain the feats later, it should give you the ranged attack you want at lower levels.

Flat footed is not a problem that's what anvil of thunder is for When they are dazed, they are also flat footed, so that could indeed work. It's all very feat intensive though, so if I must I'll just take the most necessary feats.

The other option would probably be picking up levels of Bloodstorm Blade, simply carrying around throwing axes or hammers, or a combination of the two. (If you use axes, you can take the "Axe Focus" variant for dwarven fighters to keep your weapon focus with them.) 2 levels of Bloodstorm Blade will give you Thunderous Throw, which will let you treat a ranged attack as a melee attack, and Martial Throw, which will let you initiate a maneuver with a thrown weapon. You should be able to get that by level 7.

Something like the following might work:

Warblade 3/Fighter 2/Bloodstorm Blade 2/Warblade 3/Deepstone Sentinel 5/Warblade 5. That still gets you 18th initiator level and if you want to focus a bit more on ranged attacks, you could bump it up to Bloodstorm Blade 4 in order to pick up an extra fighter bonus feat and Lightning Ricochet-- which allows ranged full attacks-- or the barbarian levels you were interested in (though only if you don't use favored classes).

Bloodstorm blade does indeed sound better and better by the minute. It does seem to have what I am looking for. Thanks for the build suggestion, it looks good. Thankfully I only need a few bloodstorm blade levels to get what I really need.

Thanks
#23

SIKBUZ

Apr 19, 2009 18:18:33
Another Idea of a totally different tact..

Mountain Dwarf; CG; Duskblade 13/Barbarian 1/Fighter 1/Frenzied Beserker 5


Assuming 32pt buy

Str 15 (+3 over levels)
Dex 15 (+1 over levels)
Con 18
Int 14 (+1 over levels)
Wis 8
Cha 8

(Abjurant Champion 5 could be exchange for 5 levels of Duskblade but you would lose Quick Cast 2/day, Spell power +3, and Arcane Channelling - full attack)

For this build you would need to argue Heart of Earth for your Avatar ability (or all of the "Heart of" spells from Complete Mage) as a Duskbale spell with your DM and requires 1 flaw

Heart of Earth Spell

This spell converts part of your body into elemental earth, which toughens you considerably. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp).
Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level (or until the stoneskin's total protection is consumed), at the end of which time the spell's entire effect ends.
If heart of earth is active at the same time as heart of air, heart of fire or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Build as Such:

1.Duskblade; Feats: 1 Flaw(your choice), Power Attack, Improved Sunder
2.Duskblade; Feats: Combat Casting (Free)
3.Duskblade; Feats: Two Weapon Fighting
4.Duskblade; FeatsAlso Armoured Mage - Medium)
5.Duskblade; Feats:
6.Barbarian; Feats: Destructive Rage
7.Duskblade; Feats:
8.Duskblade; Feats:
9.Duskblade; Feats: Intimidating Rage
10.Duskblade; Feats:
11.Duskblade; Feats:
12.Duskblade; Feats: Weapon Focus (Warhammer)
13.Duskblade; Feats:
14.Duskblade; Feats:
15.Fighter; Feats: Cleave Fighter Bonus - Weapon Focus (Handaxe)
16.Frenzied B; Feats: Diehard (Free)
17.Frenzied B; Ability: Supreme Cleave
18.Frenzied B; Feats: Anvil of Thunder
19.Frenzied B; Feats:
20.Frenzied B; Ability: Improved Power Attack (Free)


Using 1/2+1 hitpoints: 226
Frenzy and Rage gives this build: 266hp and 28Str/22Con without any magic


Attack: +22/+17/+12/+7, Off-Hand +22/+17
Frenzied Rage: +27/+27/+22/+17/+12, Off-Hand +27/+22


If you can convice your DM, use another Flaw either get Ice Troll Beserker from Unapproachable East (FR) to gain +2 to AC when Raging, or Righteous Wrath from Book of Exhalted Deeds so that you are still in control while Raging


Magic Items: Use +X Mithral Full Plate, Gloves of the Balanced Hand, Warhammers as below, anything else as you see fit


As for the special abilities, i'm not sure but there are probably spells that could help out here: Heart of Earth, Enlarge Person, Shout, Bears Endurance, Bulls Strength, etc - pick out spells that mimick the abilities and run them past your DM. Other ideas:

Storm Hammer: 1 or 2 Warhammers Enchanted with Returning/Impact/Psycokinetic and Stunning enchantments

Thunderclap: Shout Spell.. Maybe something else will fit better?

Bash: Anvil of Thunder Feat and Stunning Enchantment on Warhammer

Avatar: Heart of Earth's Stoneskin ability, Enlarge Person Spell, Rage & Frenzy


If you go Epic - Up to level 25 I would go Frenzied Beserker for all the FB goodies, and definately take Great Cleave
#24

carnivore

Apr 20, 2009 5:26:58
you do realize this will have XP penalties..... Dwarf Fav Class : Fighter...

with so many levels of Duskblade ... the only other base class you could have is Fighter(Ranger with Jungle Dwarf)

you could do this:

Duskblade 13/ Singh Rager(OA) 2/ Frenzied breserker 5

:D
#25

TheMonk

Apr 20, 2009 7:05:08
Hey that's a very nice build. Good ideas for my MK! As carnivore said it will have exp penalties though, so I will have to restrict myself to levels of fighter combined with either levels of warblade or barbarian, or keep barbarian and warblade levels balanced if I am to avoid exp penalties.

Or take your idea and use levels of duskblade and go with arcane spells. So far I can either go the martial way with rage, or go the caster way with spells and all. I gotta say I am more fond of the martial way because the MK isn't a spellcaster, but duskblade has a different flavor though, I could make it work.

Thanks a lot for the effort, the build is definitely nice, you gave me some good ideas.

Btw that's a really nice picture, even looks like a mountain king
#26

poignant123

Apr 20, 2009 7:34:37
Surprised no one has mentioned the Hammer of Moradin, though it requires 3 levels in cleric. It does however, fulfill a lot of the effects of the Mountain King. It gets Hammer Throw, and at level 2 all Hammers thrown by him get the returning ability. It gets Quake, a cone of 60ft which can knock enemies prone.

Though I rather like the Bloodstorm Blade and Deepstone Sentinel better.

Link, in case you want to look:
http://forums.gleemax.com/showthread.php?t=607258
#27

TheMonk

Apr 20, 2009 7:39:59
Surprised no one has mentioned the Hammer of Moradin, though it requires 3 levels in cleric. It does however, fulfill a lot of the effects of the Mountain King. It gets Hammer Throw, and at level 2 all Hammers thrown by him get the returning ability. It gets Quake, a cone of 60ft which can knock enemies prone.

Though I rather like the Bloodstorm Blade and Deepstone Sentinel better.

Link, in case you want to look:
http://forums.gleemax.com/showthread.php?t=607258

Holy mother of all bunnies!

Awesome link, thanks a lot. I'll be studying it
#28

Balthanon

Apr 20, 2009 8:08:48
Incidentally, could you replace the image in your post, SIKBUZ, or just turn it into a link? It's making the thread a bit difficult to read.
#29

TheMonk

Apr 20, 2009 8:17:46
Incidentally, could you replace the image in your post, SIKBUZ, or just turn it into a link? It's making the thread a bit difficult to read.

Indeed it's a little big lol
#30

SIKBUZ

Apr 20, 2009 18:16:31
All gone.. Sorry guys
#31

SIKBUZ

Apr 20, 2009 18:18:37
you do realize this will have XP penalties..... Dwarf Fav Class : Fighter...

with so many levels of Duskblade ... the only other base class you could have is Fighter(Ranger with Jungle Dwarf)

you could do this:

Duskblade 13/ Singh Rager(OA) 2/ Frenzied breserker 5

:D

Lol cheers Carnivore, didn't even stop to think about XP penalties..
#32

TheMonk

Apr 21, 2009 5:53:57
All gone.. Sorry guys

No probs

The exp penalties are really a problem. Most of my chars so far were humans and I never had to worry about exp penalties and combining classes. But now, after a long time I wanted to play something else other than a human and only now I see how hard it can get lol. It's really a huge difference.
#33

Balthanon

Apr 21, 2009 9:25:48
It's a pretty big issue typically when working with expanded class sets-- most of the base classes have a dozen different subraces you can pick up to get the favored class you want. With the expanded classes like Warblade, Duskblade, etc... you don't have that option-- humans and half-elves are your only options.

Actually, thinking that through, I may need to make that into one of my house rules-- I don't really want to get rid of favored classes entirely, but altering them so they're a specific flavor of base class instead of a set class might work. Rather than fighter, dwarves have fighter, crusader, marshal, and warblade, choosing one at character creation or something along those lines.
#34

TheMonk

Apr 21, 2009 9:37:14
That's a pretty neat idea. All of those classes are pretty much martial classes, so it does make sense.
#35

jameswilliamogle

Apr 21, 2009 11:23:13
I've thought about that in the past myself. I come up with:
All Divine Casters = Cleric or Druid
All Arcane Casters w/ low BAB = Wizard (if prepared) or Sorcerer (if spontaneous)
All Arcane Casters w/ med BAB = Wiz or Sorc (as above) (only Spellthief is here, I think)
All full BAB classes = Fighter, Ranger, or Paladin
All Skill Points >4 / level = Rogue

Then there's the weird ones...
Factotum = Rogue
Swashbuckler = Rogue (as well as above)
Binder / Incarnate = Wizard (can't really figure anything else out; they aren't as synergistic w/ these races, though, mechanically, but it makes sense to me)
#36

Balthanon

Apr 21, 2009 11:35:53
I could see going along the stereotypical lines for the race, in some cases adding different types of classes too. Dwarves might have cleric or a clerical variant as well for instance, elves in addition to wizard might have duskblade and scout to fit some of the stronger stereotypes for the race. Gnomes could also pick up artficer to tie in to the tinker gnome variant, etc...
#37

TheMonk

Apr 21, 2009 12:55:49
Yeah that's a much better approach. It gives the other races versatility while not stripping the human race of it's own.