| cranewings |
I think this guy could work out pretty well for a second level character. When he hits third level, I'm going to give him Improved Iron Will, and at 6th he will get Disruptive.
His extra feat is due to heavy armor not being available in this setting.
Any thoughts?
Dwarven Fighter 2
STR 16
DEX 10
CON 16
INT 10
WIS 18
CHA 8
HP 22
AC 18 Bronze Curias +6, Heavy Wooden Shield +2
Feats
Iron Will
Fleet
Fleet
Power Attack
Improved Overrun
Saves
Fort +6 / +8 vs. Poison
Ref +0
Will +6 / +8 vs. Spells and Spell like Abilities
| Talynonyx |
I'd drop the shield and grab a good reach weapon honestly. Disruptive, Spell-breaker, and perhaps Bloody Assault. It makes the target bleed, which means a concentration check every round. Charge Through, let's you charge through the enemy line to reach the caster.
Also Step Up, and maybe the rest of that tree, but only if you stick with a non-reach weapon. Too bad you don't have the Int for Combat Expertise, cause then you could pick up Improved Dirty Trick and really make those wizards fear you.
Now specifically against archers? Improved Sunder. A projectile weapon has hardness 5 and 5 HP... easy to Sunder. No bow, no archer.
| cranewings |
I'd drop the shield and grab a good reach weapon honestly. Disruptive, Spell-breaker, and perhaps Bloody Assault. It makes the target bleed, which means a concentration check every round. Charge Through, let's you charge through the enemy line to reach the caster.
Also Step Up, and maybe the rest of that tree, but only if you stick with a non-reach weapon. Too bad you don't have the Int for Combat Expertise, cause then you could pick up Improved Dirty Trick and really make those wizards fear you.
Now specifically against archers? Improved Sunder. A projectile weapon has hardness 5 and 5 HP... easy to Sunder. No bow, no archer.
Thanks for the idea about Sunder, I'll probably give that to him at 4th level.
He doesn't have the Dex for the Step Up tree, so a reach weapon would make sense. I'm just concerned about how low his Dex is.
The weapon I'd like him to use is one that I've had in my game for a while. Its called the War Spear. Basically its a 1d6 spear with reach you can wield one handed. Sense I'm turning over my GM seat to another player, I imagine he would allow it.
ASSUMING he doesn't, what's better, the shield or the reach? His AC is so low.
| Ringtail |
Drop iron will for the APG feat which doubles a dwarves resistance to spells. Steel soul I believe it is called.
Are these statistics rolled or point built? If you are using a point buy I'd lower Wis and raise Dex to avoid annoying reflex save spells.
Quick draw and deadly aim may serve better than a couple of fleets for taking out enemies at long range, especially if you raise Dex and have a decent Str for a composite bow.
Improved initiative will help you go before an enemy caster gets an annoying buff spell active or tosses something to impede you.
| doctor_wu |
Drop iron will for the APG feat which doubles a dwarves resistance to spells. Steel soul I believe it is called.
Are these statistics rolled or point built? If you are using a point buy I'd lower Wis and raise Dex to avoid annoying reflex save spells.
Quick draw and deadly aim may serve better than a couple of fleets for taking out enemies at long range, especially if you raise Dex and have a decent Str for a composite bow.
Improved initiative will help you go before an enemy caster gets an annoying buff spell active or tosses something to impede you.
I second steel soul and step up don't let them get away with taking a five foot step back and then using rapid shot or casting a spell on you. A create pit spell right now would hose this fighter and hardy(the dwarf racial feature) applies toall saves vs spells and spell like abiliites. A grease spell on your weapon is also a worry which steelsoul will help stop.
| Sylvanite |
Also, even with a reach weapon you'll need something to threaten adjacent squares. You could shield bash, but it doesn't seem you're going that route. I would suggest making sure you put some armor spikes on so that you also threaten the squares adjacent, that way an archer or wizard you get next to can't stay and also can't 5' step.
| cranewings |
Ringtail wrote:I second steel soul and step up don't let them get away with taking a five foot step back and then using rapid shot or casting a spell on you. A create pit spell right now would hose this fighter and hardy(the dwarf racial feature) applies to all saves vs spells and spell like abilites. A grease spell on your weapon is also a worry which steelsoul will help stop.Drop iron will for the APG feat which doubles a dwarf's resistance to spells. Steel soul I believe it is called.
Are these statistics rolled or point built? If you are using a point buy I'd lower Wis and raise Dex to avoid annoying reflex save spells.
Quick draw and deadly aim may serve better than a couple of fleets for taking out enemies at long range, especially if you raise Dex and have a decent Str for a composite bow.
Improved initiative will help you go before an enemy caster gets an annoying buff spell active or tosses something to impede you.
In an 18 WIS dwarf (who's already +6 vs magic), Iron Will is an extravagance.
I have to disagree about the Iron Will thing. I don't think it is an extravagance, I think it is necessary as part of the idea.
For example, the second level sorcerer in our party has a DC 19 on her Sleep spell. I've got to assume the GM is going to be making NPCs in the same range. Right now, the dwarf only has a +8 against that. He is still being put to sleep 50% of the time. Improved Iron Will is the ticket here, because its the only way to drop the first time targeted chance of failure down to 25% short of finding a +5 ring of resistance.
Yes, he is vulnerable to reflex saving throw spells. Blah. Maybe I will change it. A simple +4 to his Reflex would drop the number of times he gets hammered in a third.
| cranewings |
Also, even with a reach weapon you'll need something to threaten adjacent squares. You could shield bash, but it doesn't seem you're going that route. I would suggest making sure you put some armor spikes on so that you also threaten the squares adjacent, that way an archer or wizard you get next to can't stay and also can't 5' step.
I'm not sure how the armor spikes do it. Does the dwarf suddenly run sidelong into his enemies if he sees an opportunity? Haha. That is kinda funny, but if he can do that, why can't he just attack adjacent squares with the hilt of his spear for a d3 and threaten them that way?
| cranewings |
Quick draw and deadly aim may serve better than a couple of fleets for taking out enemies at long range, especially if you raise Dex and have a decent Str for a composite bow.Improved initiative will help you go before an enemy caster gets an annoying buff spell active or tosses something to impede you.
I'm going back and forth between two character concepts, this guy and a ranger "switch hitter." It would be nice if I could make one super character with all these ideas.
| cranewings |
I forgot, even with the extra feat for losing heavy armor proficency, he still only has 4 feats at 2nd level.
Dwarven Fighter 2
STR 16
DEX 16
CON 12
INT 10
WIS 16
CHA 8
HP 18
AC 19 Bronze Curias +6, Dex +3
Feats
Point Blank Shot
Rapid Shot
Deadly Aim
Steel Soul
Saves
Fort +4
Ref +3
Will +3
Add +2 vs. Poison and +4 vs. Spells and Spell-like Abilities.
Mike Schneider
|
the second level sorcerer in our party has a DC 19 on her Sleep spell. I've got to assume the GM is going to be making NPCs in the same range. Right now, the dwarf only has a +8 against that. He is still being put to sleep 50% of the time
On an averaged basis, if an 18 WIS dwarven wizard is going to go down on a will-save, the rest of the party (aside from a high-CHA paladin) is already long gorked.
-- If you're a wizard, don't goof off: take proactive meta-magic feats and hurt the bad guys; and, if it's a home game, take Craft feats and make wondrous items that let you reroll blown saves or give you cost-effective bonuses.
Dwarven Paladin - Level 2Dwarf croaks CHA and does not have a STR bump -- and those are a paladin's main stats -- and instead grants bonuses to CON (not as necessary for paladin as for fighter since paladin has swift-LoH) and WIS (which is arguably a dump stat in paladin since it's a will-saving advancing class and features Divine Grace).
STR 16
DEX 10
CON 16
INT 10
WIS 18
CHA 8
IMO this is an awesome battle-cleric stat array. Screw wizard.
| cranewings |
cranewings wrote:Mike, up thread I pointed out that our game doesn't have heavy armor...(That's an oddity....) Curious what the DM's rationale was. Or is just an "anti-tank" adventure?
I was the GM for a long time. I'm handing the game over to a friend so I can get a break and focus on class.
I don't allow a lot of equipment based on the time period. Most of the world is set in the classical or Iron Age world, Greece and Persia. The heaviest armor is Hoplite Armor, the Bronze Curias which is +6, and I give a +1 for the greaves, for a total of +7. With the greaves, you can only run at x3, but it is still only +7, so I let people with medium armor proficiency wear it. Persians have the curias as well, though they don't use greaves as often.
| Sylvanite |
Sylvanite wrote:Also, even with a reach weapon you'll need something to threaten adjacent squares. You could shield bash, but it doesn't seem you're going that route. I would suggest making sure you put some armor spikes on so that you also threaten the squares adjacent, that way an archer or wizard you get next to can't stay and also can't 5' step.I'm not sure how the armor spikes do it. Does the dwarf suddenly run sidelong into his enemies if he sees an opportunity? Haha. That is kinda funny, but if he can do that, why can't he just attack adjacent squares with the hilt of his spear for a d3 and threaten them that way?
Think of it more like throwing a spiked elbow or knee, or even dipping a spiked shoulder into someone next to you, or a forearm shiver with spikes, or a spiked kick....it's not just running into someone.
I agree that hilt attacks should be allowed, and I'm sure there are rules somewhere for it, but by normal RAW you do not threaten adjacent squares using a reach weapon. Hence the importance of armor spikes.
Also, armor spikes will make you that much more vicious should you decide to grapple casters or archers. And if you want to go balls-out you can enchant them with the defending property, though some may tell you that your character smells like muenster if you do that.