Stonelord build advice


Advice


I recently learned of the stonelord archetype, and I liked it quite a lot more than the average paladin. I'm thinking this could make an excellent tank, so I'm looking to make a cool build.

Race: Dwarf
25 pt build
Str 16 Dex 13 Con 16 Int 10 Wis 14 Cha 12

Weapon: Dwarven double waraxe

1 Power Attack
2
3 Cleave
4 +1 Dex
5 Hard Headed
6
7 Steel Soul
8 +1 Str
9 Dented helm
10
11 Cleave Through
12 +1 str
13 Cloven Helm

So, the idea is that the high AC and DR, combined with the "helm" feats, will allow him tremendous defense. I was wondering if the "spell resistant" racial trait would be worth it (which would free up the feat slot where i put steel soul). Power attack+cleave would allow him to attract the attention of as many enemies as possible. I would probably also give him a quickdraw shield of some sort, as well as the dwarven boulder helmet.

I think this would be a great build for a stereotypical bard, as it would fit with the "defender" stereotype. I'm looking for ways to make it a better dwarf (both mechanically and flavor-wise). Traits, racial traits, etc.

Edit: I think I'll also try to stick with dwarven weapons. The dorn dergar could also fit AND make him more useful.


Stonelords still get LoH, so would it be weird for them to have fey foundling? Would definitely help tankishness. Glory of old trait would be fitting too and helpful (+1 trait bonus on saving throws against spells, spell-like abilities, and poison).

I doubt the helm feats are worth it, you still have spell casting so use the heck out of Hero's Defiance ;)

If you want to go s&s perhaps get all the shield slam feats. I don't know if the bonus from stonestrike works with the shield slam bullrushes, but if it does you'd be awesome at it.


For me it seems like you'd want to at least consider getting into stalwart defender to get Bulk and Halting Blow. Unlike Stand Still, Halting Blow stops every enemy you hit with an AoO, not just the ones passing by, so with a reach weapon, lunge, and enlarge person, you'd be looking at stopping everyone from going anywhere in a reach of 20.

You'd want to get huge reach for Defensive stance anyway.

Also note that once at lvl6, you get a mercy to stop fatigue! Defensive stance shuffling aint as good as rage cycling but this does give you a lot more leeway as you can end defensive stance, use a mercy on yourself, reposition and then deploy defensive stance again!


It shouldn't be forgotten the stonelord gets no spellcasting.

I'll have to think about the Reach+AOO. Personally, I think that works best for a high-dex build; without combat reflexes and the dex to go with it, it's a fairly limited power.

I'm also a bit dubious about using mercies, seeing how little charisma the character can get. Maybe with a circlet of persuasion? It would seem pretty useful.

BTW, I like the glory of old trait, it fits with the flavor and the style of play I'd want to go with the character.

Dark Archive

Get your GM to allow Oreads to be Stonelords. It makes perfect sense.


Oreads would probably be mechanicaly good, but I'm still going for very much of a stereotypical dwarf.

Dark Archive

I actually didn't mean mechanically, even though it is. An Oread is partly made of stone, he should be allowed to be a Stonelord, simple as that.

Anyway,

Your Cha isn't awful, have you considered the Str to Cha Intimidate feat and Cornugon Smash? Anything you hit gets further driven back, plus thematically you look more of a terrifying barrier.


I have worked out a few intimidate builds before. It could be useful. But "terrifying" isnt exactly what I'm going for.

I'm going to have to post one of my intimidate builds eventually, I'm never quite sure how useful the could be.

Shadow Lodge

I can't recommend the dorn dergar weapon and feats enough, I've seen that used the some pretty terrifying effect. The range switching, especially combined with lunge and maybe enlarge, means that standing still will not be that big of a deal for you.

Shadow Lodge

Cleave is best suited if you take the feats further on in the chain (reducing the situational aspect).

Antagonize feat is great for a tank, especially with defensive stance who can't move. Pump Intimidate/Diplomacy for the best use.

Probably going to want Quick Draw+Dwarven Longhammer for a pretty freakin nice reach weapon, also, yeah Dorn Dergar with feats is great too.

The SR trait will only be marginally useful, as it means that a non-elven caster without the spell pen. feats has to roll very low to penetrate. If they have greater/norm. spell pen, or are elves (or both), they will be rolling 1's. Stick with Hardy and take Glory of Old trait.


The two "helm" feats might be worth getting rid of. Stonelords are pretty resistant to crits naturally. I'd probably go for lunge in that case.

What are the "dorn dergar" feats BTW? Weapon focus doesnt seem terribly useful, but are there specific feats (beyond lunge) that are particularly useful?

Dark Archive

williamoak wrote:
The two "helm" feats might be worth getting rid of. Stonelords are pretty resistant to crits naturally. I'd probably go for lunge in that case.

Also, by the time of your Helm feats you can be buying Fortification to your armour. Have you considered Displacement/Mirror Image stuff?


Also for reach builds you can have Orc Hewer (not worth going into the last feat imo). You can essentially walk up, activate Defensive Stance and then whirlwind attack as a standard.

You may consider taking 1-2 levels of alchemist to get a bit of brewery going on as well (there's a dwarf feat for that), gives you the ability to make a bunch of enlarge person infusions for yourself as well as getting the mutagen, that combined with Defensive Stance will give you a buttload of stats.


Fortification is of limited use, since it doesnt stack with the natural abilities of the stonelord. A displcement causing item would be terribly useful, mirror image less so (since I want to get hit as often as possible).

To lone knave: I intentionally ignored those feats for something more generalized. Then again, it does act as a cheap form of whirlwind attack. I'll consider it for an alternate build.

Silver Crusade

I've got a stonelord in PFS. My suggestion is to make sure to get the fatigue removing Mercy at level 6. That way you can drop in and out of stance almost at will. Downside is that it pretty much requires getting Extra LoH. Also, I'm not a fan of the Helm feats.

Dark Archive

You are a Dwarf with great saves and stats anyway, you may be able to get away without the standard Cloak of Resistance.

In that case the minor cloak (continuous Blur) is 24k and the full Displacement cloak is 50k.

They do seem very expensive. At that price and level, things that have True Seeing start popping up and it becomes less useful.

How are considering using your Earth Elemental?


Ive been wondering how to use the elemental myself; it's a summon far lower than your CR anyway. Maybe as a flanking buddy?

Dark Archive

The Earth Elemental has three main features. It is pretty tough, it has Tremorsense, and it can Burrow and Earth Glide.

At even the most basic, Small level:

Burrow/Earth Glide can be used for

-Scouting round corners and under doors

-Sneaking behind enemies and emerging to hit

-Getting past traps

All of this with Stealth +7.

Tremorsense means you can do this stuff in magical darkness.

It is strong so it can flank and fight.

An odd benefit for a Dwarf is that it has a rank in Appraise, so it can Aid Another at such checks.

The list goes on, but you get the picture that it is very versatile. Suffice to say, it is far better than any mount for any practical applications aside from charging which would be weird for a Stonelord anyway.


I'm not actually sure how that ability works. Does it get more HD based on your paladin level aside from the base HD it has? More Skills? Feats? At the very least it should get its INT bumped up to 7 from the paladin mount ability.

Regardless of all of that, while it's not great in a fight, it's an excellent scout with tremor sense, darksight, and earth glide. In a standard dungeon crawler adventure it can bypass walls and traps entirely, scout ahead with virtually no chance of being detected


I was thinking I might lower his wisdom to give him +2 in intelligence. The extra skill point would be very valuable, so as to allow me to use intimidate and diplomacy for the antagonize feat.

Dark Archive

Do that. If you boost Int to 12 (you really don't need Wis 14) you can swap it with Dex to get Int 13 thus qualifying you for Combat Expertise and the various manouvres. It adds to your AC, helping your tankiness.


Well, I've started looking at armor. The "obvious" choice is the usual celestial full plate, but I'm wondering if there's something else more interesting. Maybe the mithral full plate of speed, to "charge" into the fray?

Dark Archive

The dwarven dorn-dergar is a Two-handed weapon that can change between a normal or reach weapon and the feat Darting Viper allows you to switch as a swift action preserving your full-attack.


Well, I was checking up on the antagonize feat, and apparently it's viewed as irredemably broken (from the intimidate side). Apparently, the wording used to "force" you to attack in melee? THe wording seems to have been changed so that that it's any effect on YOU (IE, spell, ranged, etc), so is it still considered broken? Edit: After reading up on the feat, and seeing the opposition to it, I think I'll forget the intimidate part, there's just too much nastiness surrounding it. I'll put my skills elsewhere. I thought I had finally found a way to keep the enemy of the squishies in a group (I'll admit I looked at the feat from a mechanical standpoint, assuming it could only be used in full combat) but there is potential for out of combat abuse, so I'll try to avoid a build that intentionally pisses off the DM.

However, are there actual ways to "protect the squishy party members". Enemies have a tendency to go for the wizards/sorcerers in the games I've played, and I dont see any realistic way to "tank" them, beyond the whole reach+AOO stuff (although that's more like interdiction than tanking).

BTW saddest panda, thanks for the "darting viper" feat. I was looking for stuff like that. I also found chain-flail master... Makes a tempting acquisition... I could sword and board with a variable reach weapon... oh, it's so very tempting. It's too bad I cant get the dex to qualify for chain-flail master though.


Little wonder about the elemental companion: it says you have to add the "celestial" template, and I cant quite figure out how it's damage resistance works:
-For a large earth elemental, does it get it's traditional DR 5/- + 5/evil

(so, one DR that cant be overcome, and one that can be overcome by EVIL) or

-DR 10/evil ? This one would arguably be weaker than the alternative, since it removes DR 5/-

This is all assuming DR stacks (which may not be the case).

Other little note: If I wanted to get a celestial mithral weapon, how much does enchantment cost? +3000 for every "+1" worth of enhancement? Fluff-wise the material seems perfect, but I'm not clear on pricing (same goes for cold iron). (Edit: found my answer for the cost, not for DR)


bump


Don't give up Antagonize. Just use it reasonably.


I'll admit, at first I just saw it as "Ooh, a way to get aggro, sweet", but then I saw like 100 threads saying it subverted free will more than dominate and I was like woh... I really thought the ability would be strictly limited to combat, but apparently some folks are more creative than me.

In any case, I'll keep if for the moment, focus on the diplomacy aspect (spend a lot of time in battle screaming "Ye spineless coward, ye couldnt hit me if ye tried"). I might not want combat expertise though. Yes, it boosts AC, but is it worth it? I really dont know.


Dwarf Stonelord Paladin 18, Phalanx Soldier Fighter lvl 2

Alternative Racial Traits: Giant Hunter or Sky Sentinel

Traits: Steel Skin, Defender of the Society

STATS: Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 12

1 Fighter Power Attack, Combat Reflexes
2 Stonelord
3 Stonelord TWF
4 Fighter Darting Viper
5 Stonelord Don-Dergar Mastery
6 Stonelord Elemental Channel (bonus)
7 Stonelord Improved Shield Bash
8 Stonelord
9 Stonelord Shield Slam
10 Stonelord Power: Bulwark
11 Stonelord Shield Master
12 Stonelord
13 Stonelord Lunge
14 Stonelord Power: Halting Blow
15 Stonelord Antagonize
16 Stonelord
17 Stonelord Steel Soul
18 Stonelord Power: Intercept
19 Stonelord Intimidating Prowess
20 Stonelord

The Don-Dergar Mastery lets you use a shield for a bigger armor check penalty which goes well with the Bulwark defensive power, while you still retain your Reach. With Shield Master you can hold a heavy shield with no penalties. Feat-starved by pretty effective at controlling enemies I believe.

The two fighter lvls are there so that I could fit in the build all the necessary feats early game. Access to the Defender of the Society trait is a bonus.

Until you take Don-Dergar Mastery you don't use a sheild. After these feat though the shield comes online.


williamoak wrote:
Well, I've started looking at armor. The "obvious" choice is the usual celestial full plate, but I'm wondering if there's something else more interesting. Maybe the mithral full plate of speed, to "charge" into the fray?

Some form of enchanted Stoneplate would certainly be fitting.


I think I'll stick with the full stonlord build. It looks like a nice build though XmorsX.


XmorsX, if you go with 2 levels of fighter just for extra feats, may as well use the Lore Warden archetype for the free combat expertise. You'll get heavy armor from the Stone Lord levels anyway.


Captain K. wrote:

The Earth Elemental has three main features. It is pretty tough, it has Tremorsense, and it can Burrow and Earth Glide.

I really would not call something with about 13hp tough in a level 5 enviroment.

The stoneservant just gets his normal HD. As that is only 2 it doesn't get much from being celestial in its small form. At least no DR.

About armor: As dwarves don't get slowed by armor I'd use a full plate or stone plate and add the nonmagic armor upgrade vital guard. Slow and steady helps with this speed reduction, too so it has little drawback and after some levels is really cheap for what it does.

The Stonelord I played used a platemail with vital guard and the helmet that increases AC for crit confirmation rolls. He was nearly uncrittable. Dwarven boulder helmet I think it is called.


Presumably you could get boon companion to boost the elemental.


No, since your "druid level" is equal to your class level already. Boon companion would do nothing.


For a paladin mount, sure, but this is a fixed progression. Per say, I dont think I have any control over it's feats/skills powers etc...


3 people marked this as FAQ candidate.

How does the Stonelords' Stone Servant ability work?

I want to FAQ exactly how this works. If it worked like a normal animal companion (gets d8 HD, and progression tied to your level with the base stats of an earth elemental), it'd be great! It has some really unique features that can make it a useful companion to have both in and out of combat. If it's just a small earth elemental you get at lvl5, it's plain terrible.

So, FAQ me!


I'm FAQ-ing it as well, but I dont think they'll allow more than an elder elemental...

I would like more progression control on the earth elemental, but I think it's unlikely. It is significantly weaker than a mount, but again, I dont see this changing soon.


I checked around on a number of threads, but apparently, there hasnt been any news on the subject. The elder elemental is still fairly strong, but not for the level you get it at (unfortunately). However, I beleive it's legit to treat it like a summon rather than an mount (for the question of mount death). Honestly, I think it's too fragile to treat otherwise.


Another try without dips.

Dwarf Stonelord Paladin 20
Alternative Racial Traits: Giant Hunter or Sky Sentinel

Traits: Steel Skin, Reactionary

STATS: Str 15 (+1 at 4 lvl), Dex 14, Con 16, Int 10, Wis 10, Cha 14 (+1 at 8, 12, 16, 20)

1 Stonelord Fey Foundling
2 Stonelord
3 Stonelord Power Attack
4 Stonelord Elemental Channel (bonus)
5 Stonelord Combat Reflexes
6 Stonelord
7 Stonelord Lunge
8 Stonelord Power: Bulwark
9 Stonelord Darting Viper
10 Stonelord
11 Stonelord Extra Lay On Hands
12 Stonelord Power: Halting Blow
13 Stonelord Extra Lay On Hands
14 Stonelord Power: Halting Blow
15 Stonelord Extra Lay On Hands
16 Stonelord Power: Intercept
17 Stonelord Greater Mercy
18 Stonelord
19 Stonelord Ultimate Mercy
20 Stonelord Power: Unexpected Strike

I droped the twf feats entirelly. Still I use a Don-Dergar. Instead of trying to make him a shield basher, I just focus on doing what he can do best: battlefield control with Combat reflexes and lunge in combination with the defensive powers + maximazing the effectiveness of Lay on Hands, which, in addition to healing and condition removal, it also increases your survivability by removing the fatigued condition at the end of your defensive stance.

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