| Jaoh San |
Hi guys,
i recently played a monk of the four winds. I got some build advice, which was more of a "play another class" advice.
The problem i got with my monk is the CHA dumpstat. I hate to play low CHA hereos. So i searched a bit around and founf the new oracle class.
The dependence on CHA is a big pro for me, and the freedome of any allignement is sweet too. I hate to play lawful good (lawful stupid) hereos.
Also i had the idea of playing a dwarf for some time. Nothing better then a good old dwarf in a group. TO overcome the -2 CHA racial mod. i choosed to play a golden dwarf from 3.5 i think. The DMs are ok with that.
The hero i made seems very great from a fluff perspective and i dont have to deal with my forrest gumpish monk anymore.
SO here are my two questions:
What do you think about my build, and what what ways of saying bye bye to my monk to you have?
I am new to divine casters so i will need some help with spells. I am no fan of save or die, or anything like that spells. We dont really use them in our group.
Any ideas for feats to reduce the 3/4 BAB penalty and catch up with fighter classes?
I just want to make shure i dont do any big mistakes making my new hero. I dont have the perfect optimization intention.
THis time i want to play him for a long time, and cry bitter tears when he dies.
Also please remember i am kinda new to Pen and Paper. I think its my third hero.
Rockgrim "Devic" Morradum
7st Level Gold-dwarf, Oracle (Battle), Archetype: Dual Curse: haunted and tongues (15 pb)
Init + 0
AC 20, touch 10, flat-footed 20 (+9 Knights Armor+1)
Hp 50 (toughness+7, Con+14)
Fort +4, Ref +2, Will +4
Speed 20ft
Offense:
Earthbreaker (2H Hammer) +9(+5BAB,+1WF,+4 STR) 2W6+6
Str 18 (Ring +1, Belt +2), Dex 10, Con 15, Int 10, Wis 9, Cha 16 (+1 lvl4)
BAB +5, CMB +9, CMD 19
MY initial stats were from a 15 pb :
Str 15, Dex 10, Con 15, Int 10, Wis 9, Cha 15 (gold-dwarf: +2CON, +2WIS,-2DEX)
Special:
Battle Mistery:
Revelations (plus feat: extra revelation on 3 lvl):
1st lvl: Weapon mastery
3: Skill at arms
3ER: Fortune (from dual curse)
5:War sight (trough dual curse)
7: Battlefield clarity
11 will be ironskin
Curse:
Tongues will gain no benefit as said in dual curse archetype
Haunted will get the benefits
Feats :
1. Weapon Focus 2H hammer, through weapon mastery Revelation
1Toughness
3.Extra revelation
5Furious Focus
Later feats could be:
greater fortitude
Iron will
Combat casting
Cleave
Divine interference
Gear:
Earthbreaker (2H Hammer)
MW dwarven Axe (1H 1W10 x3)
2 throwing axes 1W6 x2
heavy warhammer 1W6 x4
Full Plate +1 (knights armor?) AC +10
Belt of "dwarven" strenght +2 ST (I refuse to put on a giants belt as a dwarf)
heavy shield +2 AC
Spells:
I choose to get all "cure" spells instead of the inflict spells. I wont use a spell instead of an attack when im in battle. Maybe i will get innflict serious wounds later.
(C) get it from a curse, (DC) get it from my archetype, (O) get it from class
lvl0: 7known
Mage Hand (C),ghost sound (C), light, detect magic, detect poison, mending, purify food and rink, stabilize, spark, resistance, read magic
lvl1: 5 known
cure light wounds,(O)
lvl2: 3 known
ill omen (DC), minor image (C), levitate (C), cure mod. wounds (O)
lvl3: 2known
cure ser. wounds (O)
Thanks for your help,
Sebastian