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Old 10-26-2006, 03:56 PM   #1
Tyrion
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Join Date: March 21, 2001
Location: straight outta Kålltorp
Age: 37
Posts: 1,081
Ok, I just got an idea fo a build!
Im thinking a dwarf fighter/weapon master/defender wielding a double-axe. I know how feat-reliant this build is but would it be any good? I would appreciate any help!
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Old 10-26-2006, 10:06 PM   #2
robertthebard
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It's a workable build, and most of the feats you need you can take in fighter, before your base attack is high enough to take weapon master. You may be short one or two, but hey, you can only level up in one class at a time anyway. Let us know how it works out.
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Old 10-27-2006, 07:16 AM   #3
Variol (Farseer) Elmwood
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Join Date: May 16, 2003
Location: Dartmouth, NS Canada
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Is double axe like greataxe? I'm just wondering if a dwarf can wield it?
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Old 10-27-2006, 08:05 AM   #4
Mozenwrathe
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To be honest, I believe it has been done before in various ways. I would love to see a listing of the final build, as I was thinking something similar, but with using Warhammers or Light Hammers for a dual-wield version of a Dwarven Skullcrusher Build. I made one straight through Warhammer build for a dwarf inside of the Escape From Undermountain module, but I think it could be better on both offense and defense with the right combination of prestige classes. She's actually not that bad to begin with, though. Especially when you have two +11 warhammers to send your opponents straight through the ground with.

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Old 10-28-2006, 12:17 PM   #5
Tyrion
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Ok, now i tried to make this build work, but im confused how to get as many feats as possible. When should i level with which class?
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Old 10-28-2006, 12:34 PM   #6
Harkoliar
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Join Date: March 21, 2001
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Age: 41
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got this from a guide for defenders (since i love defenders [img]smile.gif[/img] )... its long post though so bear with me. I am too lazy to find the proper link but just search for HOTU in www.gamespot.com

-----------
************************************************** *********************
* *
* [6.0] CLASS COMBINATIONS *
* *
************************************************** *********************

Since Dwarven Defender is a prestige class, the character will have
to have at least one other class to start with. Any class, or dual-
class combination, that emphasizes melee combat can gain by becoming a
Dwarven Defender. However as stated before the abilities don't really
come into maturity until investing significant levels. Initially the
guide covers the basic classes and then the other prestige classes,
discussing how the Dwarven Defender levels will mix with that particular
class. Multi-class combinations are covered where appropriate, but not
a lot of focus is spent on using DD as a tertiary minor class. For some
classes, sample starting Ability Scores with the racial adjustments
already applied are provided for consideration and covered in more
detail in the Sample Characters Section.


[6.1] Basic Classes
===================

[6.1.1] Barbarian
-----------------
Normally the alignment restrictions of Barbarians (any non-lawful)
and Dwarven Defenders (any lawful) would prevent this combination from
being viable, but it can be done using certain modules and tweaking the
character's alignment. However, the Barbarian's special abilities are
designed to increase survivability and delivery of heavy punishment.
Using the class as the primary base class has its advantages for any
good melee specialist with extra hit points (1d12 vs. 1d10) for each
level. The Barbarian Rage always helps and can stack with Defensive
Stance when used beforehand. With Defensive Awarness, Uncanny Dodge
is a little redundant initially. Even though Barbarians also get
Damage Reduction, the DD's will be better. However they both will
stack together, which may be of consideration when Barbarians are
taking enough levels to get the Greater Rage. Combining with some
levels of Fighter, can make a decent melee character and once finished
with the initial Barbarian levels, a roleplayer would then not have to
worry about having to stay non-lawful. Here are some sample starting
Ability Scores for a Barb/Ftr/DD combination:
STR: 16 DEX: 14 CON: 17 WIS: 10 INT: 12 CHA: 6
Pretty good mix on Strength and Consitution. Intelligence is at 12
to gain that extra skill point per level so the character can continue
to invest in 3 good skills when taking DD and Fighter levels.
Dexterity is raised up to 14 to gain the little extra to Reflex Saving
Throws and because there really is no other beneficial place to put it
that extra point if Dexterity is left at 13. Wisdom is at 10 to keep
from getting a penalty for Will Saving Throws and Charisma is
completely ignored. See the Sample Characters Section for more
details.


[6.1.2] Bard
------------
Like Barbarians, Bards also have the same problem with the
alignment restrictions being incompatible. However those people that
want to, can get around it. Bards are not really a melee class, being
arcane spellcasters, but they are more suited to melee combat than
Sorcerers and Wizards. Disadvantages to overcome are the medium BAB
progression (takes level 10 to get BAB +7), lower hit points (1d6),
and missing Martial Weapon and Heavy Armor Proficiencies. Bards do
make good "jack-of-all-trades" adventurers for those solo adventurers.
They also have some special abilities that can help boost their melee
prowess; class skills of Tumble (AC bonus), Spellcraft (saves versus
spells), and Use Magic Device (scrolls and class specific items), Bard
Song, and access to 2nd level buff spells (Bull's Strength and Cat's
Grace). However the Bard also uses Charisma and cannot neglect it if
planning to cast spells or using Bard Song. However Bard's can be used
to multi-class with two other prestige classes that can offer some
interesting possibilities; Red Dragon Disciple and Pale Master. See
those sections for more details. Here is the starting sample Ability
Scores for the Bard/DD combinations:
STR: 14 DEX: 14 CON: 16 WIS: 10 INT: 12 CHA: 12
The Strength is started out lower but will be able to buffed with
the Bull's Strength spell. Constitution is pretty good to help make up
for the lower hit points for the Bard levels. The Dexterity is at 14
instead of 13 to gain a little extra for the Reflex Saving Throw, and
that extra point cannot really be used to boost Strength or Constitution
instead. The Intelligence is at 12 for the extra Skill Point per level.
See Sample Characters Section for more details on the two different
Bard/DD combinations.


[6.1.3] Cleric
--------------
Clerics and Dwarven Defenders can go well together. They are more
melee-oriented than Bards; they have more spells (which are able to be
cast in full armor) and some complementary special abilities depending
on the Domains chosen. A few things to overcome are the medium BAB
progression (takes level 10 to get BAB +7) and reliance on Wisdom and/or
Charisma. However the advantages can more than even out the negative.
Cleric's have access to many long duration buffing spells that can help
them increase their abilities. There are also aquite a few short
duration spells that can help as well. The Divine Might and Divine
Shield Feats are definitely another added plus if the Charisma is high
enough which is definitely possible with Eagle's Splendor and magic
items. Adding in some levels in a third melee class can really round
them out; Fighter (Weapon Specialization) or Monk (free Cleave and
Evasion, Tumble as a class skill). Here is some sample starting Ability
Scores for a Cleric/Fighter/DD combination:
STR: 14 DEX: 13 CON: 14 WIS: 13 INT: 12 CHA: 12
Pretty average start, but as a Cleric this character will have
access to some decent buffing spells to help Strength, Constitution,
and Charisma fairly quickly. During the early level-ups Wisdom should
be increase to 14 to gain that extra second level buffing spell. See
Sample Characters for a more detailed build of the Cleric/Fighter/DD
combination.


[6.1.4] Druid
-------------
Compared to Clerics, Druids are kind of a poor substitute when
only taking few levels, but over the longer run they offer different
possibilities. They have the same disadvantages of medium BAB
progression and reliance on Wisdom, limited initial weapon selection,
and no Heavy Armor Proficiency at the start. They do have access to
buffing spells, but not nearly as many a Clericbut, they don't have as
much need for Charisma, and no Domain special spells. Some of the best
abilities of Druids are really dependent upon Druid levels and can be
really watered down when sacrificed for the Dwarven Defender levels.
However when considering level 40 characters, a shape shifter Druid
with high Damage Reduction could be interesting. In the level range
this guide is covering, the Druids are probably better off mixing with
a few levels of Monk, Fighter, and of course the Shifter prestige class
instead. However here are some example starting Ability Scores for a
Druid/DD combination:
STR: 15 DEX: 14 CON: 17 WIS: 14 INT: 10 CHA: 6
Not a bad start. Strength is a little lower, but will be buffed
fairly early with the Bull's Strength spell. During level-up points
will need to be spent on Wisdom gain access to higher level spells.
Dexterity is at 14 to gain the extra bonus to Reflex Saving Throws.
Intelligence is at 10 since Druids get 4 Skill Points per level. See
Sample Characters for a more detailed build of the Druid/DD combination.


[6.1.5] Fighter
---------------
The Fighter is the basic tank class, with the advantages of plenty
of bonus feats and Weapon Specialization. Fighters have no special
Ability Score requirements that would conflict with Dwarven Defenders
and a such can spend more on Strength and Constitution. However after
obtaining Weapon Specialization at Fighter level 4, there are only more
bonus feats and often other classes can offer some extra abilities more
worth while. Using the extra feats can make a good combination with
Weapon Master. Here is the sample starting Ability Scores for this
combination:
STR: 16 DEX: 13 CON: 17 WIS: 10 INT: 13 CHA: 6
Starting Strength and Consititution look pretty good. Dexterity
and Intelligence are both at the minimum needed for Weapon Master and
Dwarven Defender. Optionally a point could be taken from either
Strength or Constitution to boost both to 14 to take advantage of an
extra Skill Point and the extra Reflex Savign Throw bonus, but Weapon
Master levels will provide an increase to Reflex Saving Throws anyway
and the extra Skill Point may not be missed. Wisdom is set at 10 to
keep from causing a penalty to Will Saving Throws and Charisma is
completely ignored. See Sample Characters Section for more details.


[6.1.6] Monk
------------
Monks are not really great for multi-classing, except as a minor
tertiary class. Monks use the same Ability Scores but also need Wisdom.
With all of the special feats and abilities, Monks are possibly better
off staying a single-classed character through level 20, and giving DD a
pass in the lower levels, but when considering epic characters dwarven
monks could sacrifice their Monk progression for the extra BAB
progression and gaining the Dwarven Defender special abilities.
However this combination would still consider the Dwarven Defender
levels as secondary and ultimately want to get all 20 levels of Monk
for those special abilities at levels 18 and 20. Here are same starting
Ability Scores for the Monk/DD combination:
STR: 16 DEX: 14 CON: 16 WIS: 14 INT: 10 CHA: 6
Not a bad start. Dexterity and Wisdom are both at 14 to take
advantage of their benefits to AC and balanced to use starting points
efficiently. This build is still going to be running around without
armor. Intelligence is at 10 as Monk receive four Skill Points per
level. During level-up, Ability Score increases will probably depend
on preferences and items. If going for Epic Damage Reduction then most
points would go towards Consitution as expected. See Sample Characters
for a more detailed build of the Monk/DD combination.


[6.1.7] Paladin
---------------
The dwarven Paladin suffers from the racial penalty to Charisma
which is most important for some of the Paladin's main advantages.
Likewise they would also suffer from some average ability scores needing
to spread points over almost all six attributes. Normally Paladin's
stats are pretty average to begin with, but not being human and Dwarven
Defenders needing some Dexterity really strain them further. A dwarven
Paladin would certainly benefit from diverting into the Dwarven Defender
track to gain the Damage Reduction which is nice as most Paladin builds
have a difficult time getting Epic Damage Reduction. If the dwarven
Paladin is not looking to really push Charisma for effective Divine
Might and Shield, the combination might be better off treating Paladin
as a tertiary class to gain a few key special abilities such as Divine
Grace, Divine Health and Aura of Courage. Of course being a Paladin
in SOU means using the Holy Avenger as well. Here is some sample
starting Ability Scores for a split Paladin/Fighter/DD build:
STR: 14 DEX: 13 CON: 15 WIS: 12 INT: 12 CHA: 12
Ability Scores are pretty average using the racial bonus to at
least push Constitution above 14. Wisdom is at 12 for that extra bonus
to Will Saves and the bonus 1st level Paladin Spell. Dexterity is left
at 13 in favor of putting the extra point into Constitution.
Intelligence is at 12 to gain the extra Skill Point. Charisma is at
the highest it can be without needing to spend double points to raise
and the bonus will help boost all Saving Throws. See Sample Characters
Section for more details.


[6.1.8] Ranger
--------------
Considering the Ranger as the base class is probably the least
attractive of the basic melee classes. Diverging from a pure Ranger
path starts limiting the animal companion, Ranger spells, and number
of favored enemies. I don't think rangers really make a good tertiary
class for strong melee tanks as Rangers are more suited to hit and run
tactics. However a dwarven Ranger would like the benefits of a Dwarven
Defender, mainly Damage Reduction, but if a player is playing a Ranger,
they will probably want to stick with it and Dwarven Defender levels
don't really offer much with only a few levels. A dual-wielding DD
would be better off sticking with Fighter levels and picking up the
feats that way, rather than using light armor and Ranger levels.
Getting the Bane of Enemies Epic Feat for the five or more Favored
Enemies of the 21st level Ranger is what makes the class attractive.
A split Ranger/DD at 10/10 would still have to wait until 31st level
to get Bane of Enemies. I would probably not combine these classes in
the pre-epic levels.


[6.1.9] Rogue
-------------
The Rogue is really not a melee class, and probably would not make
the best choice as the primary base class for multi-classing with the
Dwarven Defender prestige class. Rogues already have two other
prestige classes they combine with much better. However, taking Rogue
levels as a tertiary class would offer some attractiveness; sneak
attacks for extra damage, significantly more skill points, access to
the class skills of Tumble (AC bonus) and Use Magic Device (scrolls and
class specific items), and the class feat of Evasion. For those solo
adventurers, having the luxury of more skill points allows them to have
more skill levels in handy rogue class skills (like Search and Open
Lock) without having to pay the cross-class penalties. Here are some
sample starting Ability Scores for a Fighter/Rogue/DD combination:
STR: 16 DEX: 14 CON: 18 WIS: 10 INT: 10 CHA: 6
Good ability score distribution, just keeping Wisdom from being a
negative and not worrying about Charisma at all. Dexterity is at 14
for the extra bonus to Reflex Saves which will be benefiting from the
Rogue levels as well, but also Dexterity based skills from the Rogue
levels will get that extra boost. Intelligence is left at 10 compared
to other builds, because Rogue levels will provide extra Skill Points.
See Sample Characters Section for more details.


[6.1.10] Sorcerer
-----------------
Sorcerer as a primary class for a melee character wouldn't be too
attractive. Reliance on Charisma and the penalty would mean spending
more on Charisma during start-up. Also as a melee class the low BAB
progression hurts. If you were building a Sorcerer/Red Dragon Disciple,
you probably would be better off with a Bard combination instead. If
using Sorcerer to make a melee RDD build, the combinations are better
off taking Fighter or Paladin levels instead. To meet the +7 BAB
requirement would just take too long and I really don't like any melee
character build that has to give up 4 attacks per round. Sorcerers are
better off combining with something else or staying single-classed.


[6.1.11] Wizard
---------------
Wizards suffer from some of the same disadvantages of Sorcerers,
but cannot combine with Red Dragon Disciple. Since Wizards don't use
Charisma, dwarves can more readily afford the Intelligence to make
Wizards viable. However taking levels of Wizard as a tertiary class
to pick up a few spells has some disadvantages that are probably not
worth the bother; low BAB progression and trying to cast arcane spells
in armor. A Dwarven Defender would be much better off with Cleric
levels instead for those same buffing spells and casting them as divine
instead. However, if using Wizard to go the Pale Master route and then
adding Dwarven Defender, there are some interesting advantages from the
Pale Master class. However Pale Masters can be made from Bards as well,
see the Pale Master Section below.


[6.2] Prestige Classes
======================
Since all prestige classes rely on a basic class to start, some
multi-class combinations are not possible or practical when building a
Dwarven Defender. However there are some interesting possibilities
combining two prestige classes and reaping the benefits of both. Most
builds are going to carry into the epic levels to reach maturity in the
special abilities because it is impossible to take 20 levels of prestige
classes before reaching level 25.


[6.2.1] Arcane Archer
---------------------
This combination is not possible as Arcane Archers have to be either
Elven or Half-Elven.


[6.2.2] Assassin
----------------
Like the Rogue, the assassin gets bonus damage from sneak attacks.
However the skill requirements would likely make this combination a non-
event. Dwarven Defenders based on Rogue/Assassin route would not want
to diverge from that path long enough to get the Damage Reduction. Also
playing styles are different and don't necessarily compliment each other.
Strictly speaking you can combine them, but there is no real advantage
for the DD build. I would consider the Fighter/Rogue build instead; see
the Rogue Section above.


[6.2.3] Blackguard
------------------
Blackguards are like the fallen-Paladin and could combine with
Dwarven Defenders. For some of the Blackguard benefits, the character
will require some investing in Charisma, but that is really no different
than the Paladin. Meeting the Hide Skill requirement would not be easy
without sacrificing something. But the BAB and Cleave Feat requirements
are not a problem. The Blackguard offers a few special abilities that
are attractive at level 2; Bull's Strength and Dark Blessing. However
the other abilities (Create Undead and Summon Fiend) require more
commitment to the class to be useful in the long run. As for the sneak
attack is doesn't come as fast as it does for Rogues and a Dwarven
Defender that would want it should consider the Fighter/Rogue/DD
combination instead. In the epic levels, Blackguards might want to
consider Dwarven Defender levels to gain the Damage Reduction, but
really it is not a primary Dwarven Defender build. A lawful evil
Fighter/DD combination could take 2 levels of Blackguard to get Bull's
Strength and Dark Blessing, but spending 6 points to make Charisma 12
is at the expense of other scores and Bull's Strength as an ability is
probably not worth it when potions are readily available.


[6.2.4] Champion of Torm
------------------------
The Champion of Torm is another good melee character on its own.
Some of the Champion of Torm abilities don't easily mesh well as dwarves
take a hit with the -2 Charisma penalty, but the bonus feats and Sacred
Defense are not dependent on Charisma. CoT also have a +7 BAB
requirement and Dwarven Defenders would be reluctant to sacrifice DD
levels for CoT level. Without investing in Charisma and significant CoT
levels, Smite Evil, Lay on Hands, and Divine Wrath are not really too
useful. However even a few CoT levels can be worked in and strengthen
a Fighter/DD build. Here are the sample starting Ability Scores:
STR: 16 DEX: 14 CON: 17 WIS: 10 INT: 12 CHA: 6
As you can see they are the same as a few of the other Fighter
based builds. See the Sample Characters Section for more details on
this build.


[6.2.5] Harper Scout
--------------------
The Harper Scout is more a pure role-playing class and is limited to
only five levels, leaving them as a possible tertiary class. The Harper
Scout requirements for the Iron Will and Alertness Feats are probably
not high on the priority list for Dwarven Defenders builds and can be
tough to get without using bonus feats from Fighter levels. The skill
requirements can be challenging depending on the starting basic class
but they are not necessarily wasted. Taking levels in Harper Scout
bring the following advantages to the character; Tumble (AC bonus) as a
class skill, special abilities that provide bonus to Saving Throws, and
two 2nd level buffing spells as class abilities. However, these
advantages can be also found other ways, without taking the penalties of
lower hit points and medium BAB progression. Except from a role-playing
perspective, I'd recommend giving it a pass.


[6.2.6] Pale Master
-------------------
Pale Master is an enhancement for arcane spellcasters; and it does
offer a few melee-oriented advantages. The attractive abilities include;
Bone Skin (AC bonuses), Deathless Vigor (+3 HP/level), Tough as Bone
(immunities), and Deathless Mastery (immune to critical hits). However
as a pure melee character it may not necessarily be worth the investment.
Considering the requirement for a Pale Master to have at least level 3
arcane spellcasting, you are looking at some serious investment in a
non-melee class. The slow BAB progression of Wizards, Sorcerers, and
Pale Masters mean a +7 BAB at level 14 soonest and a maximum of 3
attacks per round. However, with Bard it would only take until level
7 to learn 3rd level spells and switch to Pale Master at level 8.
Bards also require significant investment in Charisma. You would have
to work around the Bard's alignment issue and be either lawful neutral
or evil. Bards use the medium BAB progression, have 1d6 hit points per
level, and some decent class skills. Switching over to Pale Master
would slow BAB progression to the lowest level but Dwarven Defender would
be possible at level 11. The Dwarven Defender could still have a +17
BAB at level 20 for 4 attacks per round and then continue to advance
Pale Master for those attractive special abilities up to 10th level
during epic levels when BAB progression is the same accross the board.
See the Bard Section above for the starting Ability Scores. At level-
up Charisma will have to be raised to at least 13 for casting 3rd level
spells. See Sample Characters Section for more details on the
Bard/PM/DD combination.


[6.2.7] Red Dragon Disciple
---------------------------
Red Dragon Disciple is a melee-oriented option for Sorcerers and
Bards; as such it can make a good combination with Dwarven Defenders.
The Draconic Abilities for increasing Ability Scores (STR+8, CON+2,
INT+2, & CHA+2) and the additional AC bonuses are very attractive to
all players that enjoy melee characters. Once overcoming the alignment
incompatibility, the Bard/RDD/DD combination is a viable option. The
build would take some time to reach maturity and be a weak melee fighter
at the lower development levels. However, balancing the advancement
properly to get a +16 BAB at level 20 and saving some skill points to
maximize certain skills when taking the 6th level of Bard can see a
potent melee character at level 26 being a Bard-6/RDD-10/DD-10. There
may be other RDD combinations that are better but RDD with good damage
reduction can be very attractive. See the Bard Section for some
starting sample Ability Scores and the Sample Characters Section for
the Bard/RDD/DD combination:


[6.2.8] Shadowdancer
--------------------
The Shadowdancer prestige class is all about sneaking around which
is kind or hard to do wearing full plate armor. Meeting Shadowdancer
requirements without starting as either a Rogue or Ranger is very
difficult with limited skill points and spending them cross-class will
take longer make the minumum levels. Singly both of those basic
classes are not good choices for Dwarven Defender combinations, see
those two sections. A Fighter/Shadowdancer build would be probably
enjoy the Damage Reduction, but I just don't see the playing styles
being too compatitable. Like Assassins, Shadowdancers would be better
off staying away from DD levels and picking a different combination.


[6.2.9] Shifter
---------------
Shifters start out as Druids, and really cannot afford to sacrifice
shifter or Druid levels to gain the Dwarven Defender abilities. Once
going Shifter the character would be looking at either splitting 10/10
with Druid or adding in a tertiary class with a few levels that would
really provide more benefits with a lower investment, like Monk or
Fighter. Don't see much interest in pre-epic Druid/Shifter/DD
combinations.


[6.2.10] Weapon Master
----------------------
This is an excellent match for any melee-based character that can
afford the requirments. More offensive power combined with an already
strong defense. To really meet the Weapon Master's many feat
requirements the most viable combination is go with the Fighter class
at start. The dwarven Fighter could start on DD at 8th level and start
mixing in WM levels once the requirments are met. To really reach
maturity the build would carry to about 25th level to have 10 DD levels
and 7 WM levels. See the Fighter Section above for the starting
Ability Scores and the Sample Characters Section for more details on
this combination.
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Old 10-28-2006, 12:38 PM   #7
Harkoliar
Jack Burton
 

Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 41
Posts: 5,556
and here for the sample guide
----
=============================================
[10.6] Fighter/Dwarven Defender/Weapon Master
=============================================
Classes: Fighter(8)/Dwarven Defender(10)/Weapon Master(7)
1st Level Ability Scores:
STR 16 CON 17 INT 13
DEX 13 WIS 10 CHA 6

Build Progression
Levels:
Fighter: 1-7, 21
Dwarven Defender: 8-13, 22-25
Weapon Master: 14-20
Feats(14)and Abilities: level:
Weapon Focus Greatsword 1
Dodge 1
Mobility 2
Spring Attack 3
Weapon Specialization Greatsword 4
Toughness 6
Expertise 6
Whirlwind Attack 9
Improved Critical Greatsword 12
Weapon of Choice Greatsword (WM1) 14
Power Attack 15
Increased Multiplier (WM5) 18
Superior Weapon Focus (WM5) 18
Cleave 18
Ki Critical (WM7) 20
Ki Damage (7x/day) (WM1) 20
Epic Weapon Focus Greatsword 21
Epic Weapon Specialization Greatsword 21
Defensive Stance (5x/day) (DD1) 24
Great Constitution I 24
Defensive Awareness III (DD10) 25
Damage Reduction 6/- (DD10) 25
Ability Scores Raised:
Strength: +4 Levels: 4, 8, 16, 20
Constitution: +2 Levels: 12, 24
Skill Levels Taken: 84 total points
Discipline 28
Intimidate 4 (8)
Spellcraft 10 (20)
Tumble 14 (28)

25th Level Statistics:
STR 20 CON 20 INT 13
DEX 13 WIS 10 CHA 6
AC with Bonuses: 22 (26 when in Defensive Stance)
+1 Dexterity
+1 Dodge
+2 Tumble (Dodge)
+8 Full Plate Armor
+4 Defensive Stance (dodge AC)
Defensive Awareness (keep DEX bonus)
Cannot be flanked with Defensive Awareness II
+4 Dodge bonus versus Giants
Hit Points: 420
+50 Defensive Stance
6 Points Damage Reduction/hit
Fortitude: 19, Reflex: 12, Will: 11
+1 Reflex versus traps from Defensive Awareness
+2 All with Defensive Stance
+2 All versus spells from Spellcraft
+2 Racial bonus versus spells and poison
BAB: +22 Attacks: +22/+17/+12/+7
Attack Bonuses: +10
+5 Strength
+1 Defensive Stance Strength
+4 Greatsword Weapon Focuses
+1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
Damage Bonuses (base 2d6): +15
+7 Strength
+2 Defensive Stance Strength
+6 Greatsword Weapon Specializations
x4 Damage with Critical Hit Range 15-20
Max Using Ki Damage ability

Notes
-----
Combining the offensive prowess of the Weapon Master with the
defensive benefits of the Dwarven Defender make this a good melee tank.
Weapon Master levels go to 7th to gain the most out of the Special
Abilities as non-primary class. Anyway, further levels really don't
offer much compared to Dwarven Defender levels. Overall build
progression concentrates on getting the requirements for Weapon Master
to take those 7 levels before getting the 10 Dwarven Defender levels,
but really that could be changed around. The last fighter level is
timed to get that 8th level bonus feat at 21st level to get both Epic
Weapon Focus and Epic Weapon Specialization at the same time.
The AC is not great when giving up the shield in favor of the
Greatsword as Weapon of Choice, but the Greatsword provides the best
average damage for Weapon Masters, and with strength being good the
extra damage is also welcome. But some may prefer to trade off with a
sword and shield combination instead.
This build comes out pretty good with Strength and Constitution,
going for Overwhelming Critical and/or Epic Damage Reduction in later
epic levels. Hit points are decent and the damage reduction is the
minimum from 10 DD levels. The Saving Throws are okay, but not great
and there are not so many buffs to help. Attacks are decent and damage
is good. With Strength boosting items the damage will improve faster
than the attacks. Critical hits will be nice and many enemies will get
chopped down unless immune. Overall this is a decent build and a pretty
good combination.
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