| LibraryRPGamer |
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Hi Everyone,
My groups’ “Killer GM” is switching gears next month and will be starting the legendary adventure Rappan Athuk with lvl 1 characters. We desperately need a solid tank so I want to build the toughest Dwarf Fighter I can muster – using the Unbreakable archetype. I also want to see how long a full defensive character can last in Rappan Athuk.
We are using a 15 point buy.
Str = 14
Con = 18
Dex = 12
Int = 10
Wis = 14
Cha = 5
Traits: Deft Dodger, Indomitable Will
Feats: Diehard, Endurance, Shield Focus
I’m looking for ways to crank up ALL my defenses. What are some of the best ways and feats to make this dwarf fighter un-killable?
| Mark Hoover |
Steel Soul - seconded. My homebrew dwarf PC went the unbreakable path too. At higher levels he went power attack/cleave, but I could see getting a lot of mileage out of either a ranged focus so you could plant yourself and fire away or take a couple sheild feats and Combat Reflexes so you can plant yourself and then hit anyone that tries going around you.
What kind of weapon are you using? If you're going to plant yourself but go melee, might I interest you in throwing hammers? You hurl them short distances as villains come into view and you can add your Str bonus to them. At higher level you might even p/up bounding hammer so they come back.
| LibraryRPGamer |
Yes. I agree that Steel Soul is a great feat. I had also planned on taking the feats that improve saves as well - Great Fort, Iron Will, etc.
As for weapons, I was thinking of using a trident. Only because no one ever uses one. But, the throwing hammers is a great idea. Does the Twin Thunders feat work with tat?
However, most of the rest of the party are casters and/or ranged. So, they will bring plenty of damage output. I figure that my job would be to act as a wall and survive both friendly fire from the casters and attacks by the enemy.
What about feats like Cloven Helm?
I like your suggestions. Keep the coming!
| Pharmalade |
I say take Steel Soul at 1st, Shield Focus at 2nd, if only because otherwise you'll be waiting until 3rd... if you make it to 3rd.
Does the Unbreakable get Tower Shield proficiency? I don't think it does. I really should know that, I just finished playing one. (Just finished because he died, sadly... after taking the equivalent of about 300 pts of damage at lvl 9, but yes, he dead. Unbreakables are TOUGH.)
Other feats you should think about: Toughness, Iron Hide, Iron Will, Improved Iron Will, and perhaps even a level or two of barbarian for the extra +2 will while raging.
| Mark Hoover |
@ Library: Cloven Helm and Dented Helm might be worth it, but I'd stay away from niche feats like Twin Thunders; what are the chances you'll meet THAT many giants down there?
Pick a direction and go that way with feats. For example the dwarf in my game was originally an NPC that I designed, so he started off w/steel soul and the unbreakable arch. with the intention of being a low-damage tank (toughness, iron will, etc). Instead when the player took him over he added Power Attack, Cleave and Weapon Focus instead. I can still catch him with the occasional failed Ref save but If anything gets w/in 30' of this character it is VERY smushed.
Trident is a good weapon; a skeletal champion bodyguard in our last game carried one (don't ask ;)). Perhaps you might go net and trident, foregoing a shield alltogether. You'd have more offensive options and with the addition of Combat Reflexes could be more about reacting to combat opportunities.
| tonyz |
I might put strength higher -- you want damage output, but a tower shield and a dwarven waraxe are pretty good for lower levels.
Agree on the saving throw feats. After them, maybe the shield fighting stuff. You do want the ability to affect the enemy, as well as just tough out attacks directed your way.
| Anonymous Visitor 163 576 |
One level of monk ain't bad, push up all your saves by one, plus a number of useful feats. With the monk archetypes, there's some great options to choose from.
Don't completely destroy your skill checks. You need to be able to jump and climb and swim a little. Be willing to drop the shield if needed.
Backup weapons are important, as are the different damage types and special materials.
| Darklone |
Take the Cloven helmet feat and the others... and be sure to carry some replacement helmets with you!
I second putting str higher... con 16 is enough, but dex 14 and str 16 will be worth it in the long run.
Did you think about shield TWF? If not... get a polearm. Dwarven longaxe or longhammer or both are great.
| LibraryRPGamer |
Again, great suggestions!
A few clarifications though:
1 - The Unbreakable is not proficient in Tower Shields. Otherwise, I would use one.
2 - The Monk is not allowed (the GM is one of those "oriental classes don't fit into my fantasy" types). And, I'd like to avoid cross-classing if I can because I don't want to give up the favored class bonuses (+1 HP).
d@ Darklone - With 15 point buy, I don't think I can get a 16 Str, 16 Con, and 14 Dex. I've worked out three more stat blocks and here is what I came up with...
Str = 16 (10)
Con = 14 (2)
Dex = 14 (5)
Int = 12 (2)
Wis = 14 (2)
Cha = 5 (-4)
Str = 14 (5)
Con = 16 (5)
Dex = 14 (5)
Int = 12 (2)
Wis = 14 (2)
Cha = 5 (-4)
Str = 16 (10)
Con = 16 (5)
Dex = 12 (2)
Int = 10 (0)
Wis = 14 (2)
Cha = 5 (-4)
My vote is for Option B because it is the most well rounded and still gives me a 16 Constitution. While I need to do enough damage to be threatening to the enemy, my primary goal with this character is defense.
| Joanna Swiftblade |
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As a GM of Rappan Athuk, there biggest problem you'll find is surviving level 1 and 2. My recommendation is not to power game your ass off to make the strongest character(that will only help you so much against instakill traps and APL+6 encounters). My recommendation is to talk with your party and build team tactics, and always plan your escape before you plan your attack.
Also, don't go down the well.
| Doomed Hero |
1) Tower Shield. Ideally, more than one in the party. Treat every door-opening like a tiny siege. Open the door and block it with the shields. Then have the party fire into the room while you hold the line. If they come to you, you have them in a bottleneck. If they try to make it a ranged battle you have the advantage because you're behind a freaking tower shield.
People behind you can benefit from the fact that they provide awesome Cover, Concealment for your Rogue, and Evasion against AoE effects.
2) Pick up the Suicidal trait (via Adopted) and once a day you can take an attack that was supposed to go to an adjacent ally. The very fact that you have that ability will keep the Healer right behind you.
| AndIMustMask |
of the top of my head i'd say look at the tankster, tankster II, or astrid builds here
scaling DR, great saves against magic and such (particularly if you finagle them to use steel soul feat early on instead of the human FCB), good with all armors, shields, and simple/martial weapons, and rather feat-flexible too--for example, the "tankster" build can do without the desperate battler (if you stick to your party in combat), deadly aim (if you dont plan on using many ranged attacks), and combat reflexes (if youre not using reach) feats if you need some wiggle room to fit in specific feats you want.
then again, you HAVE to plan with your party for them rages since you'll be working together to survive, so moment of clarity would be a good power choice if you need to get an emergency buff or heal from a party member.
unfortunately you cant use tower shields with those builds.
steel soul dwarf paladin (perhaps stone lord if you like the trades and thematic fluff) would be a tough nut to crack as well.