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So, I've been thinking about playing a pure tank, and I'd like some critique of this build as well as ideas on stats (20 pt buy)

1) Barbarian (Armored Hulk), Toughness
2) Cleric (Crusader) of Cayden for travel domain, Tower Shield Prof bonus feat. Also taking Earth alternate channel power.
3) Fighter (Unbreakable, Lore Warden) (asked for special dispensation to drop the will save from unbreakable at level 2 - both classes replace Bravery) - picking up endurance and die hard from unbreakable. Steel soul 3rd level feat.
4) Fighter - Combat expertise for free (no int pre-req) from Lore Warden. Shield Focus level 2 fighter feat
5-20 Barbarian, picking up Stalwart line, superstition rage line, etc.

Playing Rise of the Runelords

Concept is to take the dwarf traits of Glory of Old and Giant Killer, taking Rock stepper and the giant hatred alternate traits. Then, with the Earth channel, I can keep enemies from 5' stepping, while I can 5' to them.

By 8th level, I'll have Armored Hulk 5, granting another 10' of movement in heavy armor, for a total of 40'. Considering taking the pounce rage line, but without TWF, it's a bit silly. Being able to charge 80' as a dwarf is pretty sick as is.

Plate and tower shield for total turtle defense, Stalwart to add more DR in turtle mode, earth channel to provide some battlefield control (agile moves from travel will also allow me to negate the movement penalties if I want to charge as well).

All in all, it seems very dwarfy.

Thoughts?


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I've been playing around with a Stonelord build since I heard about it last week... coming from a 3.5 Dwarven Fighter / Defender, this is just like "Angelic whispers and holy light in my optic nerves awesome!!!"

So, I too went the dorn-dergar route, however, I like to hedge my bets and be prepared for anything - and build organically.

My stats are:
Str: 16
Dex: 16
Con: 17 (+2 = 19)
Int: 13
Wis: 12 (+2 = 14)
Chr: 13 (-2 = 11)

Note, we're playing Vigor/Wounds, so higher Con is quite important, otherwise I'd swap it for Str.

Traits:
Eyes and Ears of the City - I like me some Perception
Glory of Old - I've always been a saving throw junkie, and loss of Divine Grace has me scrambling for anything that'll help. (One reason I just love dwarves).

Feats: I've done many many iterations, but after personal review and board / advice scrounging, here's my current set up.
1: Two weapon fighting (Using Dwarven Urgosh for most benefit)
3: Improved Shield Bash (switching to Dwarven waraxe and light shield)
5: Dorn-dergar Master (switching to Dorn-dergar for range, light shield for close)
7: Shield Slam - free bull rush to get them back to DD range? Yes please!
9: Power Attack - Needed a feat to fill in... seemed worth it at this point, other option is Steel Soul; will probably see where the campaign is and how often I come to failing or nearly failing magic saves.
11: Shield Master (switching heavy shield for light) - It's about here that I think the campaign will be winding down. Hitting a bit harder and having another point of AC is just nice.
13: If I took PA at 9, I'm grabbing Imp. Bull Rush, if not, then PA
15: Imp. Bull Rush if needed, or Combat Reflexes. Game will probably be over by now anyway.

Mercy:
Fatigue, of course. Nothing says 'aww crap' like killing fools and then next turn Free Action drop Defensive, Swift Action LoH and removing Fatigue, Charge into some fools and activate my Defensive Stance again.

Defensive Powers: Here, I'm not sure what order to go in... Currently, I have:
Unexpected Strike
Renewed Defense
Bulwark
Halting Blow

I also took Rock Stepper and Relentless. With Earth Variant Channeling to make difficult terrain (Which at least RoI, should be compatible with Rock Stepper), means I have more control, especially with a reach weapon.

The one big drawback, so far, is lack of Combat Reflexes. The reach just screams for it, the Dex nearly demands it - yet there's no place for it until 15th level. Really don't want to lose progression for Fighter - though without the capstone being reached, it probably isn't that big a loss.

Critiques?