Dwarf Fighter

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35 posts. Organized Play character for Slyme.


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Grand Lodge

Ok...I think I have the build narrowed down to 2 nearly identical builds. The feats are the same either way, the only difference would come down to the stats/traits/race stuff.

Here is what I have for feats laid out:

Fighter 10 (Martial Master/Two-Handed Fighter) / Slayer 2

1. Fighter 1, Feat: Power Attack, Fighter Feat: Furious Focus
2. Fighter 2, Fighter Feat: Weapon Focus – Dorn Dergar
3. Fighter 3, Feat: Improved Sunder
4. Slayer 1
5. Slayer 2, Slayer Talent: Ranger Combat Style: Two-Weapon Fighting, Feat: Dorn Dergar Master
6. Fighter 4, Fighter Feat: Vital Strike
7. Fighter 5, Feat: Darting Viper
8. Fighter 6, Fighter Feat: Greater Sunder
9. Fighter 7, Feat: Smashing Style: Dorn-Dergar
10. Fighter 8, Fighter Feat: Weapon Specialization: Dorn-Dergar
11. Fighter 9, Feat: Improved Vital Strike
12. Fighter 10, Fighter Feat: Devastating Strike

I will also have Martial Flexibility like the Brawler class, giving me the ability to add in 2 combat feats as a move action (or 1 as a swift) 8 times a day.

Now, my 2 choices come down to flavor mostly...I can do it as a standard Dwarf, which comes out a bit tougher...or I can play it as a Human, raised by Dwarves (who considers himself a Dwarf, not a Human)

Backstory would be his Ulfen mother fell in love with a Dwarf and made a deal with a Dragon to use its magic to let her bear the Dwarf a child, who was then raised as a Dwarf. (Works for either build)

The Dwarf version would have Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 5 with Glory of Old and Defender of the Society traits

The Human version would have 19 Str, 12 Dex, 14 Con, 10 Int, 12 Wis, 7 Cha with Indomitable Faith and Defender of the Society traits and the Human Alternate Racial Traits Adoptive Parentage: Dwarf (Dwarven Language and weapon proficiencies), and Draconic Heritage (Darkvision/Low Light Vision).

In play he will generally focus on single large hits per round with a +20(+23 Sunder) 9d8+30(+20(+25 Sunder) 12d8+32 if enlarged) vital strike...targeting weapons/armor first to weaken enemies and letting his damage carry through to injure them. Weapon would be a large sized +1 adamantine impact dorn-dergar. Full plate armor up to +3 by max level, cloak of resistance, ring of protection, etc. all the standard magic items. Martial Flexibility would allow him to adjust tactics on the fly (grab different improved/greater maneuvers, greater focus/specialization, lunge, step up, teamwork feats, etc.)

Thoughts on the build overall? Dwarf or Human? Suggestions? Anything? :)

Grand Lodge

So...after consulting the Rules Forum, they have convinced me that the above build does not work, as both archetypes specifically call out working with weapons ONE size category larger.

Back to the drawing board, again.

Grand Lodge

Good points guys, I totally spaced on the fact that both archetypes call out weapons ONE category larger, that right there negates it.

It would have been hysterical to play a dwarf swinging around a Dorn-Dergar the size of an actual wrecking ball though. :)

Grand Lodge

The 3rd level Titan Mauler ability specifically calls out oversized weapons.

Titan Mauler wrote:

Massive Weapons (Ex)

At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.

She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).

Similarly worded to the Titan Figher's level 1 ability

Titan Fighter wrote:

Giant Weapon Wielder (Ex)

At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.

This ability replaces the fighter’s 1st level bonus feat.

The combination works in HeroLab...which I know is not a definitive source, so I thought I would check here.

When you combined a Huge sized Dorn Dergar with the Impact weapon enchantment and Enlarge Person, then start throwing Vital Strike around...the damage can get a bit silly (18d8+31 at level 12) with a Dwarf Titan Fighter 10/Ranger 2 using Improved Vital Strike

Grand Lodge

Am I correct in my reading of the rules that comining these would allow you to wield a Dorn-Dergar 2 size categories larger than yourself with 2 hands?

Dorn Dergar Master lets you wield a normally 2 handed weapon with 1 hand, so you could go up a size category and be back to only being able to use it 2 handed...then adding the Titan Fighter or Mauler which normally allow you to wield a 2 handed weapon that would normally be too large for you would allow you to go up a second category?

Medium Dwarf Titan Fighter/Mauler wielding a Huge Dorn-Dergar at level 5+ with the DDM feat?

Grand Lodge

So...I ran into an interesting interaction with the Titan Fighter archetype and the Dorn-Dergar Master feat.

Titan Fighter allows you to wield 2 handed weapons that are normally to large for someone of your size category.

Dorn Dergar Master allows you to wield a normallty 2 handed weapon with 1 hand.

The way the rules are written, if you take that archetype and that feat together, you could wield a large Dorn-Dergar in one hand...or a huge Dorn-Dergar in 2 hands.

Pair that with 2 levels of either Ranger or Slayer to pick up Two Weapon Fighting (pre-req for Dorn Dergar Master) without having to invest in Dex, and I think we might have a winner.

Base Dorn-Dergar 1d10 -> Large 2d8 -> Huge 3d8 -> Impact 4d8 -> Vital Strike 8d8 -> Improved Vital Strike 12d8...(enlarged that jumps up to 12d8 Vital Strike and 18d8 Improved Vital Strike!)

My question next is if my math is correct on the pluses and minuses to hit. Because if I am right, I might have found another error in HeroLab.

Huge weapon is 2 steps up, so -4 to hit right?
Titan Fighter gives an additional -2, but at level 7 that would cancel out?
Beyond that it should be BAB+Str mod+Enchantment+any other bonuses/penalties right?

If the above is right, fully equipped and enlarged at level 12 I would be hitting at: +16 to hit?
BAB 12 + 7 Str + 1 Enchantment - 4 size penalty

Damage would be: 18d8+31? (On the rare occasion of a crit, add another 6d8+31?)
(8 Str x 1.5=12) + (8 Power Attack x 1.5=12) + 1 Enchantment + 6 Devastating Strike

Someone willing to check my work?

Grand Lodge

Anyone know if there is any way within the rules to be able to Flurry (Monk/Brawler/etc) with a Dorn-Dergar?

It sounds like it should be possible with multi-classing Fighter and Sohei Monk, but HeroLab is not letting it work.

That, or any of the monk archetypes give up flurry yet stay decent? Master of Many Styles perhaps?

Grand Lodge

So...I was just reading up a bit on Sunder and breaking items, and if my math is right armor is tough to sunder.

So basic steel armor would get a hardness of 10, +2 per +1 of enchantment...not too bad, easily bypassed with an Adamantine weapon and/or a few other options. Lighter armors get down to almost negligible hardness.

HP on the other hand is 5x its AC bonus in HP...then an additional +10hp per +1 of enchantment...That would mean a suit of Full Plate would have 50hp (These numbers are doubled or halved per size category difference...so HP for large full plate would be 100? yikes)...a 2 inch thick iron door only has 60hp. If the armor is enchanted it gets an additional +10hp per +1 enchantment.

Weapons and shields are not nearly as tough...20HP + enchantment bonus for the toughest weapon or shield.

I calculated at level 11 (with the build outlined above) I would be doing 6d8+28 damage on a vital strike with a +1 Impact Adamantine Dorn-Dergar for an average of 55 per hit with a +26 CMB. If I have access to buffs, those numbers grow a lot (Enlarge person alone takes my damage up to 9d8+30, average 70)

At mid levels I'll be doing a lot less...like 2d10+14 or so (again, enlarge would help alot pushing those 2d10 up to 4d8)

...

Looking at how the scaling works with size differences and vital strike, now I am thinking to myself that maybe the Titan Fighter archetype might be worth looking at...run around with a Large sized Dorn-Dergar, throw around 12d8 + str/power attack/etc...if I went straight Titan Fighter, I could probably fit in all of the sunder, vital strike, and cleave feats and turn into a whirling wrecking ball of doom...off to the drawing board, see what I can whip up...

Grand Lodge

I'll be 'starting' at level 2, this is technically an old character with enough XP to level up to 2. This is my last chance to rebuild him before he is fully locked in to his stats and such.

Getting to level 11 will probably take quite a while, I only get to play 2-3 times a month, and that is not always with the same character. Depends on what level range the local GMs are running during the sessions I am free to play.

I am not in a huge rush to finish this character, I do have 9 other PFS characters right now, ranging from level 1-9...I may have a slight addiction to creating characters :)

Sundering Strike is a strong possibility...of course, I am still looking at other build options.

I've heard Barbarians make pretty solid sunder focused characters with a combination of Strength Surge and some other things...so I'm currently reading up on them. Is it just me, or is the Unchained Barbarian nowhere near as good as the Core Barbarian?

Grand Lodge

So...re-tooled the leveling order a bit so I could move Vital Strike up to level 6. Which also speeds up the Martial Flexibility by 2 levels.

1. Fighter 1, Feat: Power Attack, Fighter Bonus Feat: Furious Focus
2. Brawler 1
3. Brawler 2, Feat: Dirty Fighting, Brawler Bonus Feat: Improved Grapple
4. Brawler 3
5. Brawler 4, Feat: Improved Sunder
6. Brawler 5, Brawler Bonus Feat: Vital Strike
7. Brawler 6, Feat: Greater Grapple
8. Fighter 2, Fighter Bonus Feat: Greater Sunder
9. Fighter 3, Feat: Darting Viper
10. Brawler 7
11. Brawler 8, Feat: Toughness, Brawler Bonus Feat: Improved Vital Strike
12. Brawler 9+ ???

I am feeling a bit wishy washy about Toughness...11 HP doesn't really feel like it is worth a feat slot for some reason...especially at that high a level. Any thoughts on something to replace it?

Grand Lodge

The biggest downside I saw with the cleaver builds is just how many feats it takes to fully realize it. Cleave, Great Cleave, Goblin Cleaver, Orc Hewer, Giant Killer, Cleave Through, etc. For the same investment I can have a character who is really good at 2-3 different things, instead of solely relying on cleave.

Grand Lodge

Toirin wrote:

This build looks pretty good overall. A few things though: Why not wait for brawler / take levels in brawler earlier for IUS in order to qualify for improved grapple? Dirty Fighting seems like a wasted feat to me. You will also want greater grapple sooner rather than later if possible. It really helps with action economy.

Other ideas / suggestions: When I first read your post about being a wrecking ball I was picturing a cleave build with maybe some sunder or bullrush attached. Basically a build to run into a fight, hit the enemies and send them all flying. Dwarf opens up some good cleave options that can really increase how many targets you hit with a standard action - particularly with a reach weapon like the Dorn.

I will also second the "Kool-aid man" feat. Douglass pointed out.

The archetypes I chose for the brawler give up IUS, and Dirty Fighting removes the need to buy it separately while also giving me a bonus on my CMB while flanking.

I considered going for a cleave build, but in my experience with PFS, it rarely comes up to where I would be able to fully utilize it. Most of the combats I have run into have been pretty small groups who don't clump up. We also have some tactically inclined GMs locally, who are used to dealing with smart players with a penchant for power gaming.

When I get home I am going to see if I can re-arrange the level order to be able to take a feat at level 6 so I don't have to delay Vital Strike.

I can always use martial flexibility to grab 1-2 cleave feats if the situation arises that I can take advantage of it.

Grand Lodge

Champions of Corruption is not PFS legal unfortunately, that would have been a fun feat to grab on occasion with Martial Flexibilty if I stick with the Fighter/Brawler version of the character.

I'll have to mock up a vigilante version in HeroLab, see how the 2 builds compare numbers wise.

Grand Lodge

Gisher wrote:
Don't forget to acquire a hedgehog Familiar.

Hedgehogs are awesome, my Geokineticist has one for a familiar :)

Ok...so after a bit of looking around at about a million different options...this is what I have come up with.

Fighter (Two-Handed Fighter) 3 / Brawler (Steel-Breaker, Strangler) 9

This will give me the level 3 2H Fighter ability to add double my strength when I only make 1 attack per round (instead of the normal 1.5).

The Brawler levels will give me Sunder Training, Exploit Weakness, and a handful of grappling related stuff. I'm wielding a big ball on a chain...guess I can use that chain to wrap folks up when I am not beating on them...Oh, and the ability to grab up to 2 combat feats through Martial Flexibility, so I can use other shenanigans as needed :)

Here is what I have planned out in the way of feats currently:

1. Fighter 1, Feat: Power Attack, Fighter Bonus Feat: Furious Focus
2. Fighter 2, Fighter Bonus Feat: Dirty Fighting
3. Fighter 3, Feat: Improved Grapple
4. Brawler 1
5. Brawler 2, Feat: Darting Viper, Brawler Bonus Feat: Improved Sunder
6. Brawler 3
7. Brawler 4, Feat: Vital Strike
8. Brawler 5, Brawler Bonus Feat: Greater Sunder
9. Brawler 6, Feat: Greater Grapple
10. Brawler 7
11. Brawler 8, Feat: Toughness, Brawler Bonus Feat: Improved Vital Strike
12. Brawler 9+ ???

I couldn't figure out a decent way to juggle the level progression around in a way that would let me grab Vital Strike at level 6...if you can, I would love to see it. Or, if you have other suggestions, I am open to ideas (up to and including starting over from scratch if this is just a terrible build)

Grand Lodge

So...reading a bit into it. You would get full BAB, but only d8 hit dice...not great for a martial focused character. Most of the avenger talents are basically just copies of existing feats...the only really good one would be Vital Punishment, which give you Vital Strike, and the ability to use Vital Strike on 1 AoO per round. Not really worth the loss in hit points or other feats IMO.

Grand Lodge

The Vigilante class is super weird in how it works compared to other classes...a lot of the archetypes almost completely re-write the class, or should have almost been a separate specialization (Like Avenger or Stalker). The Warlock for example, completely removes the specialization and turns them into a quasi-wizard with an at-will energy blast.

The flavor of the class doesn't really fit what I am aiming for...dual identity hero and all that...but there is no mechanical reason not to just completely ignore the social identity. I have a Stalker Vigilante character who is pretty entertaining...but the difference between the Stalker and the Avenger is about as different as a Rogue to a Fighter.

Gonna go read up on the avenger side of the class now.

Grand Lodge

SmiloDan wrote:
Would the Avenger Vigilante work? Aren't there some uber-talents that grant the whole Vital Strike feat chain, and/or a Vital Strike Attack of Opportunity ability?

I'll have to take a look at the Avenger side of the Vigilante...I've only looked at the Stalker side and a couple of the archetypes.

Grand Lodge

The unarmored part is mostly just how I visualize the character looking. Maybe some Glamered armor to make him appear unarmored would work instead. I just didn't picture him clanking around in big heavy armor...but if armor is the only viable option, I can adjust accordingly.

Additional Resources wrote:
Misc.: The armor modifications and weapon modifications in this book are legal for play except nimble and versatile design.

Sadly, the Versatile Design idea is out. The Dorn-Dergar is from the same book, but is not called out as being illegal. I had also briefly looked at the Meteor Hammer which is a similar weapon, but it is not a 'monk' weapon either (though I think it should be)

The Kineticst idea, while good, wont work for me. I already have an earth kineticist, and that would be a little too much character overlap.

Brawler is an interesting option, I kind of like the idea of being able to swap out combat feats as needed...but I would never be able to use Brawler's Flurry, which seems to be a central part of the class.

As for magic...I just don't really see this guy casting spells. I'm thinking more along the lines of a "Hulk Smash!" kind of character. He hits things really, really hard...and not much else.

Keep the ideas coming guys :)

Grand Lodge

Philippe Lam wrote:
Vital Strike can be built in various ways, what route you prefer ?

That is what I am trying to figure out...if there is a good way to build an un-armored Dorn-Dergar wielder.

Only the monk really seems built for fighting without armor, but I am not seeing anything there that would really work with the Dorn-Dergar.

I am open to any suggestions for builds. Vital Strike isn't essential, but it seemed like a solid option for a character with limited mobility.

Fighter would certainly grant enough feats to do just about anything, maybe even Vital Strike and Sunder...

Barbarian fits what I am picturing in my head style wise...dunno if it would have enough feats or not.

Ranger or Slayer get style feats and some other nifty things.

Maybe a multi-class combo of 2 or more of the above?

Grand Lodge

Boulder Helmet or some other option to threaten in close while the Dorn-Dergar is set to reach mode would be nice. :)

Grand Lodge

Ok...I started this character back when I first started playing PFS a little over a year ago, then kind of forgot about him after making a new character that fit in better with the group I was usually playing with. I have since greatly expanded the group of people I play with, so I'd like to go back and take another shot at this guy.

My goal with the character is to have a Dwarf (Or maybe a Dwarf-ish human) who wields a Dorn-Dergar. Martial focus, not really interested in magic. If I can figure out a way to do it without wearing armor, that would be a big plus.

Picture a shirtless Dwarf swinging a wrecking ball. Strong and tough. Maybe focusing on a single big hit per round with something like a Vital Strike build? Focusing on Sunder is a viable strategy as well, since this is PFS, and breaking loot does not remove it from the chronicle sheet.

I've looked at so many options that I am a bit lost...Barbarian, Brawler, Fighter, Monk, Ranger, Slayer all have some solid possible options...maybe a multi-class combination of the above?

This is a PFS character, so the sooner it comes online the better, as play generally wraps up around level 11-12.

Fitting in the Darting Viper feat would be cool, switching between 5-10' as a swift action with a Dwarfs limited mobility could be helpful.

Grand Lodge

Think there is a feat I would be better off replacing Darting Viper with, and just trying to stay at reach using 5 foot steps?

How would a swashbuckler work for this? They are finesse and charisma based, unless there is an archetype or something that allows you to switch them to Str or something.

Grand Lodge

Finlanderboy wrote:
Darting viper uses a swift action to change the reach. Not a 5 ft step.

If you are using it 2 handed...if you are using it 1 handed (with Dorn-Dergar Master) it is a move action. He was stating that instead of changing grips, it is usually better to just take a 5 foot step instead. I can see situations where changing grips and using a 5 foot step could be useful though.

I am leaning away from the 1 hand/shield build towards going just 2 handed with it using Power Attack/Vital Strike.

Anyone more familiar with playing a Warpriest care to comment on my planned Warpriest build I posted above?

Grand Lodge

How does this look for a Warpriest?

Human Warpriest of Torag 1
(Adoptive Parentage - Dwarf alternate racial)

Str: 18 (After +2 racial)
Dex: 12
Con: 14
Int: 10
Wis: 15
Cha: 7

Traits: Fate's Favored, Reactionary
Blessings: Good, Protection

1. Feat: Racial Heritage - Dwarf
Bonus Feat: Weapon Focus – Dorn-Dergar
3. Feat: Power Attack
Bonus Feat: Furious Focus
5. Feat: Darting Viper
6. Bonus Feat: Weapon Specialization – Dorn-Dergar
7. Feat: Lightning Reflexes
9. Feat: Vital Strike
Bonus Feat: Lunge
11. Feat: Greater Weapon Focus – Dorn-Dergar
12. Bonus Feat: Greater Weapon Specialization – Dorn-Dergar

Grand Lodge

Maybe I'll look more at the warpriest idea then, if I drop the shield use I won't need the shield related trait and can switch his faith to Torag or one of the other Dwarven deities.

Grand Lodge

hmm, how about this then?

1. Feat: Power Attack
2. Slayer Talent: Rogue Talent - Weapon Training – Dorn-Dergar
3. Feat: Furious Focus
4. Slayer Talent: Trapfinding
5. Feat: Darting Viper
6. Slayer Talent: Rogue Talent - Combat Trick - Vital Strike
7. Feat: Lunge
8. Slayer Talent: Rogue Talent - Trap spotter
9. Feat: Devastating Strike
10. Slayer Talent: Ninja Master Trick - Evasion
11. Feat: Improved Vital Strike
12. Slayer Talent: Assassinate

Got any suggestions for traits? I saw a few that boost will saves against specific types of attacks, I was thinking about going with the Grand Lodge faction, which would let me take Observant for a +1 to all my perception rolls.

Grand Lodge

How would something like this do for a slayer build?

Human - Slayer 1

Str: 18 (after +2 racial)
Dex: 15
Con: 14
Int: 10
Wis: 12
Cha: 7

Traits: ?

1. Feat: Power Attack
2. Slayer Talent: Rogue Talent - Weapon Training – Dorn-Dergar
3. Feat: Furious Focus
4. Slayer Talent: Rogue Talent - Combat Trick - Darting Viper
5. Feat: Iron Will
6. Slayer Talent: Rogue Talent - Combat Trick - Vital Strike
7. Feat: Lunge
8. Slayer Talent: Trapfinding
9. Feat: Devastating Strike
10. Slayer Talent: Ninja Master Trick - Evasion
11. Feat: Improved Vital Strike
12. Slayer Talent: Assassinate

Grand Lodge

Slayer is an interesting option, which I had not considered. I always thought of them more as slightly tougher rogues. I will have to do some reading up about them.

I was also considering going Warpriest instead of fighter if I skip the shield. Swap the 15 Dex and 12 Wis to 12 Dex and 15 Wis.

If I focus on two-handed fighting instead of weapon and shield, is there much call for a cleave based build in PFS? How about the dwarven cleave chain? If not cleave, what other 2 handed related builds would be a good chain to climb?

Grand Lodge

Adoptive Parentage is the more important of the 2 racial abilities, since it is the one that gives me dwarven language and weapon proficiency. I wasn't sure if there were any feats, items, etc. that I might want to take down the line, which is why I added Racial Heritage in there, plus of course the flavor of having actual dwarven blood fit the character perfectly.

As a fighter, I didn't think losing 1 feat was a huge loss, since fighters get so many feats.

Two-Weapon Fighting is a pre-req for the 'Dorn-Dergar Master' feat, which was the main reason I took it. But it allows be to wield the Dergar and punch people in the face with a shield, and fighters benefit from having a good dex because of their armor training, so I figured it would be a good choice. Dropping the dex might get me an extra +1 on my Str related rolls (start at 20 Str instead of 18) but the +2 on Dex rolls seemed like a better option (more AC, better reflex saves, unlocks a lot of feats, etc)

This character is for PFS, which is why I posted it here. I have seen other people ask for build advice here, and when I post in the regular PFRPG side of the boards people always want to recommend 3rd party stuff even if I specifically state in the post that it is for society play.

Grand Lodge

I am working on a build for a character and could use a little help tweaking him, picking feats, etc.

The concept is a human with some dwarven blood in him (Racial Heritage Feat, and Adoptive Parentage alternate human trait) who wears heavy armor/heavy shield, and wields a Dorn-Dergar.

Here is what I have so far:

Str: 18 (after +2 racial)
Dex: 15
Con: 14
Int: 10
Wis: 12
Cha: 7

Traits: Reactionary, Shield Trained (Gorum)

1. Feat: Racial Heritage - Dwarf
Bonus Feat: Power Attack (Swap for Double Slice at 4?)
2. Bonus Feat: Weapon Focus – Dorn-Dergar
3. Feat: Two-Weapon Fighting
4. Bonus Feat: Dorn-Dergar Master
5. Feat: Darting Viper
6. Bonus Feat: Shield Focus
7. Feat: Weapon Specialization - Dorn-Dergar
8. Bonus Feat: Shield Slam
9. Feat: Greater Shield Focus
10. Bonus Feat: ?
11. Feat: ?
12. Bonus Feat: ?

As is, he would wield the Dorn-Dergar 2 handed until he reaches level 4 and picks up the feat that allows him to wield it 1 handed. At that point he would grab a shield (heavy steel, which would count as a light weapon due to the Shield Trained trait) I would start with medium armor and upgrade to the heaviest I could afford as I level.

I am fairly new to Pathfinder and I am not sure my feats are optimal, or even correct. (other than the racial heritage and adoptive parentage stuff, which is for flavor instead of min/maxing)

I was also unsure if there were any archetypes which would benefit this build, if so I would love to hear about them :)

Any help would be greatly appreciated.
Thanks

Grand Lodge

With your feat tree I would still need 15 dex, it is a requirement for TWF. I would also have to eat up an extra feat to be able to wield a meteor hammer.

I cannot find a feat called dirty fighter...there is Dirty Trick Master...which is banned in PFS. There is a trait called Dirty Fighter, which does not seem to apply as you have to have a consistent partner to fight at your side. Or Dirty Fighting, which only applies if you are flanking someone...which I probably wont get to do much of in defensive stance.

Going for a trip master is not the direction I was thinking. I am thinking more stone wrecking ball.

Grand Lodge

What feats would you suggest instead?

I need something with reach since I will spend a lot of my combat time rooted in place, so the Dorn-Dergar is a good option since Darting Viper lets me change it to and from reach as a swift action. Combat reflexes is pretty much a given, since I will need to rely on AoO's so much.

What 2-hand related feats should I focus on if not cleave?

1: Combat Reflexes
3: Power Attack
5: Darting Viper
7: Lunge
9: Shield of Swings?
11: Weapon focus?

Grand Lodge

Mechanically wouldn't I be better off keeping the dex bonus (+2 until level 4 where it goes to +3) instead of relying on armor since it would improve my touch AC?

I have also been trying to decide if the feat cost to be able to 1 hand the Dorn-Degar is worth it, or if I should just drop that idea, keep usinmg it 2 handed and maybe go down the cleave talent tree instead.

Grand Lodge

Anyone?

Grand Lodge

Looking for some help optimizing my Dwarven Stonelord(Paladin) build.

Here is what I have so far.

Strength 16
Dexterity 15
Constitution 16
Intelligence 10
Wisdom 10
Charisma 8

Sky Sentinel alternate racial trait

Grand Lodge Faction

Traits:
Observant (Grand Lodge) Perception +2
Reactionary - Initiative +2

Feats:
1. Combat Reflexes
3. Two-Weapon Fighting
5. Dorn-Dergar Master
7. Darting Viper
9. Improved Shield Bash?
11. Shield Slam?

Fights with a Dorn-Dergar using 2 hands up until level 5, then uses it 1 handed with a shield in the other hand. Wears a Dwarven Boulder Helmet to allow him to threaten close enemies while using the Dorn-Dergar at reach until level 7 when he can switch lengths as a swift action. Breastplate for armor so he can take advantage of the dex requirements for his feats.

Level 4 stat point into Dex, rest into Str. Should I tank his Cha all the way down for a few more points? Does the Cha negative modifier remove uses of LoH per day (-1 use at 8 Cha, -3 uses at 5 Cha)?

Level 6 fatigue mercy for LoH so he can drop defensive stance to move as needed in combat.

I was also unsure which of the defensive powers I should start taking when I get access to them at level 8 and 12.

Are the shield bash/slam feats worthwhile, or should I focus on something else? Any other suggestions to improve him are welcome.

Thanks