| Post/Author/DateTime | Post |
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| #1ikildkennyJun 21, 2008 11:59:59 | Hi I was thinking about a build for a Dwarven Defender aka a Stone ... I allready thougt of things like Abilities an Classlevels ... but somehow I'm Unsure in Terms of Feats that would help to Op. this build (except for the Required ones of course)... The main focus was on how to get the things I need ASAP and decent synergies Well ... I was thinking about something in these Lines: Abilities: (standart PHB Dwarf, 8 Base, 32 Pointbuy) Str 15 Con 18 Dex 14 Cha 10 Wis 10 Int 10 I'm not a friend of neg.Mods ... thus the mental stats weren't that cheep ... the first Ab.point @ lvl 4 goes into Str ... the rest is flavor imho (thou I would go for Con) Dwarven Fighter Sublevel 1 (Toughness) Fighter 2 (Dodge) Ranger 1 (Feat? Power Attack??)(ACF: no Track but Trapfinding (Dungeonscape) Ranger 2 (Ranged Combat Style ... probably going for Brutal throw ('cause I'll be axe-and-board-ing most of the time..) Ranger 3 (Endurance as Bonus, until now you should have managed the skillpoint reqs for Deepwarden) Deepwarden 1 (Track as Bonus , Feat??) Deepwarden 2 Dwarven defender 1 DD 2 (Feat?) DD all the remaining way to DD 10 Remaining 2 Lvls to 20 (Ranger inkl. ACFs (no comp but make enemies flanked (PHBII), no Spellcasting but bonus Feat (Eyes in the Back of your Head/improved Favored enemy???))?????) Any suggestions? |
| #2WyvernhandJun 21, 2008 14:32:56 | DD is a bad class. It requires suboptimal feats as prereqs, doesn't give you that big of a boost to AC, focuses on not being mobile (weakness), and does absolutely nothing to protect you from the standard fighter type pit falls such as low ass will save. There are much better ways to be a tank, DD isn't one of them. |
| #3carnivoreJun 21, 2008 14:37:19 | try this: Ranger 3/ Barbarian (Bear Totem Variant) 3/ Dwarven Fighter Sublevel 1/ Deepwarden 2/ Dwarven Defender 10/ Exotic Weapon Master bonus feats:[indent] Toughness Improved Grapple Great Fortitude Track Rapid Shot Endurance Weapon Focus Axes[/indent] other feats: Point Blank Shot Power Attack Brutal Throw :D |
| #4tashalarJun 22, 2008 6:41:47 | Hehe, that one looks quite good! ![]() Low will saves at the start, but... *shrug* |
| #5eldarielJun 22, 2008 7:46:02 | If you wanna fix the low Will-saves, drop EWM or a level of Barbarian or Ranger (either way, costs you a feat) for Fighter 2, picking Resolute ACF (Complete Champion - Immediate Action lose ½ your BAB, add to Will-saves) from Complete Champion. Also, stat array: Str>Con>Wis>Dex>Int>Cha (potentially switching Int and Dex around; Int 14 would allow you to max. Spot, Listen and Survival on Dwarven Defender-levels) should fix your Will-saves somewhat; it could also allow you to negotiate the Trapkiller ACF (Dungeonscape - Lose Trap Sense, gain ability to disarm and find traps based on Survival and Attack Rolls) for Barbarian to pick up by losing Trap Sense instead - since Dwarven Defender has Trap Sense too and you have 3 levels in Barbarian it could work - that would allow you to truly be the Tank by being able to lead the way in dungeons as you can find all traps and disarm them. Also, the build has tons of free feats. You could pick up Steadfast Determination to draw your Will-saves from Con (you already have Endurance, the prereq). Also, it could try to fit two levels of EWM; Uncanny Blow + Throwing for Dwarven Waraxe would be pretty handy. |
| #6soulswordJun 22, 2008 21:35:15 | http://forums.gleemax.com/showthread.php?t=290184 This link takes you to a discussion about a far more powerful dwarven prestige class. The link leads to yet another link leading to the class descriptions. Better yet, it is on the wizards website, so most dms will allow it's use. This class has a good skill list, 6+ int mod skills per level, full BAB, and d12 hp per level, as well as some good class abilities, such as ( renamed ) slippery mind and the ability to use con as opposed to dex for your AC, which means that it stacks with heavy armour. The only problem with it is the requirements for entry... you can get into it by level 5, but it isn't easy to do without taking afew ranger levels, and therefore you will be weaker in heavy armour. I suppose a Barbarian could pull this off eventually, and then you could go with the heavy armour. Take a look! It is a great class! And even better, it is still a dwarven prestige class. ![]() |
| #7rebel7284Jun 22, 2008 21:50:56 | I've made a similar built before. Don't remember where i put it but in a nutshell it's something like: Dragonborn Mongrelfolk Mineral Warrior Ranger 3, stoneblessed 3, Deepwarden 2, Fist of the Forest 1, X 10 (or 11 with LA buyoff.) X can finish First of the Forest for a bigger unarmed strike + scent or can be something like hammer of morradin, dwarven defender, or a Martial Adept. It's a nice concept to bring into a dungeon with narrow hallways and enemies that mostly use melee attacks and pretty useless otherwise. However since you only reap the benefits after ecl 10, such arrangement is unlikely. Edit: Just stumbled on the ECL 15 built I made: Dragonborn Mongrelfolk - Mineral Warrior. LA +1 +4 CON, -2 INT, -4 CHA +2 CON, -2 DEX +2 STR, +4 CON, -2 INT, -2 WIS, -2 CHA Total: STR +2, DEX -2, CON +10, INT -4, WIS -2, CHA -6 32 point buy STR 16, DEX 8, CON 18, INT 14, WIS 8, CHA 8 = STR 18, DEX 6, CON 28, INT 10, WIS 6, CHA 2 1. Ranger 1, favorite enemy, Track, Feat:Improved Unarmed Strike 2. Ranger 2, rapid shot 3. Ranger 3, Endurance, Feat: Power Attack 4. Ranger 3/Stoneblessed 1, CON(29) 5. Ranger 3/Stoneblessed 2, Racial Battle Tech 6. Ranger 3/Stoneblessed 3, CON(31) Stoneborn, Great Fortitude 7. Ranger 3/Stoneblessed 3/Fist of the Forest 1, CON to AC, +10 ft movement, ferral trance 8. Ranger 3/Stoneblessed 3/Fist of the Forest 1/Deep Warden 1, CON(32)Trap Sense 9. Ranger 3/Stoneblessed 3/Fist of the Forest 1/Deep Warden 2, 2x CON to AC, Feat: Dodge 10. Ranger 3/Stoneblessed 3/Fist of the Forest 2/Deep Warden 2, uncanny dodge, untamed strike, 1d8 fist. 11. Ranger 3/Stoneblessed 3/Fist of the Forest 3/Deep Warden 2, ferral trance 2/day, scent, 1d10 fist 12. Ranger 3/Stoneblessed 3/Fist of the Forest 3/Deep Warden 2/Dwarf Paragon 1, Con(33), Feat: Toughness 13. Ranger 3/Stoneblessed 3/Fist of the Forest 3/Deep Warden 2/Dwarf Paragon 2, Darkvision 90 14. Ranger 3/Stoneblessed 3/Fist of the Forest 3/Deep Warden 2/Dwarf Paragon 3, Con(35) |
| #8aelryinthJun 23, 2008 0:36:05 | Note that DD does come with a good will save. You're trying to get Con up instead of Dex. That's good. Another option is to up DR. DD gets a substantial amount of DR. A couple Roll With it's for +2 stacking DR on top of this results in some very substantial damage reduction. +4 Dodge bonus and Uncanny Dodge from the class are excellent. You can basically ignore the Defensive Stance unless the whole party is specifically trying to take advantage of it for you. The lack of mobility outweighs the Rage-like benefits it grants most of the time. The DD is still worth it if you focus on its core values of high HP, DR and a good AC to complement it's other defenses. You just need to work in some offense adn you are golden. ===Aelryinth |
| #9eldarielJun 23, 2008 7:25:04 | You can basically ignore the Defensive Stance unless the whole party is specifically trying to take advantage of it for you. The lack of mobility outweighs the Rage-like benefits it grants most of the time. The DD is still worth it if you focus on its core values of high HP, DR and a good AC to complement it's other defenses. You just need to work in some offense adn you are golden. This is true, but remember that the shell carnivore built actually is focused around throwing weapons giving you some way to affect things while in Defensive Stance too. This makes Defensive Stance actually usable, especially in dungeons where the defensive bonuses can be worth it given proper position. Oh yeah, and it has Improved Grapple; nothing prevents you from Grappling and then initiating Defensive Stance in Grapple to get huge AC, Con and slight Str-bonuses for combat advantage; 50% more effective with Armor Spikes! |
| #10carnivoreJun 23, 2008 15:16:26 | what Eldariel said :D |
| #11ikildkennyJun 23, 2008 16:00:16 | Thanks for all the Input ... i Thought some time on this ... so this is the build i think ill go for: Dwarf, stats as above: dwarven fighter 1 (brutal throw) fighter 2 (dodge) bearbabarian 1 (ACF - no rage, but favored enemy and combat style; toughness) (point blank shot) bearbarb 2 (improved grapple)(rapidshot) ranger 1 (ACF - no track but trapfinding) ranger 2 (combat style ... ether two weapon fighting or (if they stack with the latter) manyshot) (precise shot) ranger 3 (endurance) deepwarden 1 (track, trapsence) deepwarden 2 (power att) DD 1-10 (impr. uncanny dodge ... ... ...) (still thinking of the exact feats ... probably improved toughness, impr. ini and quickdraw) exotic weapon master (uncanny blow) |
| #12eldarielJun 23, 2008 16:44:33 | Thanks for all the Input ... i Thought some time on this ... so this is the build i think ill go for: Why would you trade away Rage? Whirling Frenzy is great and would truly make you Grapple-capable; also Extra Rage would mean you could Rage for all the meaningful encounters. Further, Whirling Frenzy pumps AC AND gives you Flurry. Unless you can use Dragon Magazine Fighting Styles to pick up Power Attack with the Ranger Combat Style, it'll effectively be a wasted feat since you'll be Two-Handed Fighting most of the time anyways. You could go for Two-Handed Throwing, I suppose, but meh, that would cost a lot more feats. Exotic Weapon Master: Throwing Weapon could be great if you want to use Dwarven War Axe. Either way, you'll want Quick Draw somewhere along the way; that way you can do iteratives with thrown weapons. Further, it allows you to switch between melee and thrown weapons very quickly (all thrown weapons can be used in melee too, but generally standard melee weapons are better). Trapfinding you shouldn't really bother with. You don't have the skillpoints to truly perform that function; it would require maxing two skills. Pick up Track and ask if you could get Swift Tracker form Deepwarden instead. As for Trapfinding, discuss with your DM on this instead: Trapkiller is a Barbarian's ACF from Dungeonscape. It trades Trap Sense for Survival-based Trapfinding. Discuss if you could trade Dwarven Defender's or Deepwarden's (or heck, both) for Trapkiller. I counted that you could be solid spotter with Int 14 by the time you start taking Dwarven Defender-levels; you could max Survival, Spot, Listen and thus have all Wisdom-based detection for any types of problems, and the endurance to handle anything, you'd be the perfect guy to lead the party. If you bother with two levels of Fighter, pick up the ACF "Resolute" on the second level instead of a feat; that way your Will-saves would be right up there with Druids and Clerics. Your first level should be Ranger for the skillpoints. Alternatively, if you start from level 1, Barbarian can work too as that would give you extreme HP for level 1 (19 with Con 18; 12 from class + 4 from Con + 3 from the bonus Toughness), along with decent skills, but if you're looking beyond first level play, Ranger is the correct choice; would allow you even to get decent Hide, Move Silently, Knowledges and all that. Also, pick up Power Attack earlier; Point Blank Shot isn't necessary until you enter Dwarven Defender should be your level 6 feat, level 9 being Precise Shot. You may want Power Throw; allows you to Power Attack with Thrown Weapons. Equipment should be solid throwable weapons (if you wanna burn a feat on EWP, Harpoon from Frostburn is superb; otherwise go with something Martial, Throwing Axe is good for your Weapon Focus: Axes), some melee weapon (probably Greatsword or two-handed Dwarven War Axe after Uncanny Blow; maybe Greataxe), a heavy armor with spikes (depending on how your DM interpret's Deepwarden's Con to AC-clause; if he decides it's restricted by the Dex-bonus of your armor, you'll need to go with something very light), either Buckler with Improved Buckler Defense or an Animated Shield (or Ring of Force Shield; gets you an energy shield for the +4 Shield-bonus to AC, I recall - maybe +2 - anyways, it takes a Ring-slot) and the usual suspects, along with Anti-Magic Torc (Underdark) on later levels - allows you to be grappler even against guys with Freedom of Movement. Grappling isn't your main strategy, but it's a good thing to keep in bag as it goes great with Defensive Stance. Here's a short list of feats you should consider: -Extra Rage (CW): To use Whirling Frenzy 3/day - superb, works with thrown weapons too and is great with your Strength-focus. Other Rages are solid too, but Whirling Frenzy is incredible; extra attack and AC increments along with Reflex-save bonus FTW. -Two-Weapon Fighting Tree: This would allow you to Two-Weapon Fight in melee with Armor Spikes and two-handed weapon along with ranged Two-Weapon Throwing. Costs you almost all your free feats though. Oversized Two-Weapon Fighting could be ok to throw big weapons too. -Steadfast Determination (PHB2): Will-saves based on Con (which will probably be way higher than Wis for you) along with no automatic fail on natural 1. Requires Endurance, which you already have. -Roll with It (Savage Species): Improves your DR by 2; can be great against all sorts of masses and natural attack-using opponents. All Hydras cry vs. high DR/- and energy resistances. -Power Throw (CAdv): Power Attack with thrown weapons. You almost certainly want Quick Draw at some point., probably at level 12 since that's when you start throwing seriously and getting a relevant amount of iteratives (although Whirling Frenzy means it'd be useful already earlier). Improved Toughness is a decent option if you have feats to burn, but that seems unlikely so I'd skip it. Same with Improved Initiative; focus on the basics first. You have Uncanny Dodge and high defenses so as long as you're in front of the party, you don't need to go first that bad, especially if you happen to pick up Combat Reflexes to AoO flat-footed (although that could lead to a different build; Robilar's Gambit too). Stat should probably be Str=Con>Wis=Int>Dex>Cha. Con should probably be 16-18, Str should be at least 16 as the level of danger you pose to your opponent is directly proportional to your Str (and Grapple too). Int 14 would allow maxing the 3 spotting skills as Dwarven Defender, otherwise you may have to focus on Spot, Listen and Sense Motive from the class. Wisdom would be the key skill for all your primary skills and would cover your will-saves; if you could get like 16/18 (with the +2 from Dwarfhood)/14/14, it would be friggin' awesome. S/Co/W/I/D/Ch 16/18/14/14/8/6 is a 32 point buy, btw. 8 in Dex sorta sucks, but bleh, it'd make your skills that much stronger. EDIT: Oh yeah, skills: -Max Spot, Listen and Survival. -You'll probably want as many points as possible in Sense Motive; it's handy "defensive skill" in the way that it's your defense against Bluff-checks and overall your primary Social AC. -The rest probably should be split around Knowledges (you get Dungeoneering, Nature and Geography from Ranger and Deepwarden), Hide and Move Silently, and potentially some physicals (Jump, Climb, Swim). Spellcraft is also possible if you're interested in what specific spells are being cast, along with Speak Language from Deepwarden (if you have high Listen, might as well know all the relevant languages to save you the trouble of having to use spells; doesn't cost too many points). Search is also an option, but others probably have that covered and it's something you've got time to do. Handle Animal could technically be useful, but with your Charisma and lack of relevantly leveled Wild Empathy, unlikely. Likewise, Ride seems rather weak as you aren't fit for combat riding. -5 points in Balance is rather important, as to not get Sneak Attacked while Balancing; also handy to not fall to simple Grease-spells. -Cityscape Web Enhancement enables you to replace Ride with Tumble (in case you intend on lighter-than-heavy armor thus making Mithil-version allow Tumble), Handle Animal with Gather Information (so yea, if you want you can try to overcome your natural lack of Charisma and be Information Gatherer) and Knowledge (Nature) with Knowledge (Local) (since you get Knowledge (Nature) from many classes, you could take Knowledge (Local) in one of your classes and Knowledge (Nature) in another, that is if you want Local). Oh yeah, and you can take Urban Tracking instead of Track for Ranger, in case you can't get your DM to upgrade the redundant Track into Swift Tracker from Deepwarden. Oh yeah, and Deepwarden prereqs are 5 Heal, 5 Climb and 5 Swim so those are kinda given. Easiest to pick up with the excess points over Ranger-levels. |
| #13ratpickJun 23, 2008 18:39:17 | If Magic of Incarnum is allowed, replace Dodge and Toughness with the Incarnum feat versions that count as said feats for prerequisites. That'll give you a couple of points of essentia to play with at higher levels, in case you have enough room there for a meldshaping class. |
| #14eldarielJun 23, 2008 19:27:06 | That's actually a fine idea. Cobalt Rage could be a fine companion for Extra Rage, giving you +~3 to Will-saves and damage whenever Frenzying (provided that Frenzy qualifies). Otherwise it wouldn't be that useful and it'd require talking the DM into letting you take Azure Toughness over Toughness for Bear-Totem Barbarian. Still, may be worth asking. |