Zahir ibn Mahmoud ibn Jothan
RPG Superstar 2014 Top 16
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Our group is about to start Throne of Night, and I'll be the tank. We're doing this incredibly dwarfy, and I'm going to wield the dorn-dergar.
I've had my eye on this build ever since it was first posted
I intend to follow it reasonably closely, of course as a dwarf, I'll be a feat behind, sort of. I'll avoid Cleave early on, and have Power Attack be the sacrificial 4th level feat. Anyways, what mods would the experts recommend I do with this build, for this weapon and AP?
And, as the title suggests, what are the pros and cons of the two named archetypes for the build? I'm looking for hideous amounts of damage here.
I'll have an 18 STR from the start, so the doubling of STR damage from the two handed archetype is significant, but you lose the Weapon Training and such, so let's here it.
| Major_Blackhart |
You don't lose weapon training with the Two-Handed Fighter. You lose Armor Training.
But beyond that, I'd consider the Dorn-Dergar a weapon to be quite worthwhile. With the proper feats, it becomes a one handed weapon, which means you can wield a large Dorn-Dergar with no issues.
Add Impact to that and BAM, 3D8 base damage not counting buffs from enlarge person, which makes it 4D8. Using WW and Lunge, you can pretty much hit EVERYTHING nearby.
| Major_Blackhart |
Weapon master doesn't keep Armor Training.
He exchanges it to get weapon training earlier on.
He exchanges normal weapon training for his special abilities.
Some weapon master abilities are kinda crap unless you're going against a specific type of enemy.
For instance, against Orcs you can expect to find plenty of Falchions and Great Axes, so if you fight a lot of those, that can be a good weapon to wield.
Against Qadirans and desert folk, you could be a dex focused whirling dervish with a scimitar.
Against others, different weapons may apply.
Part of the problem with weapon master is that he gains bonuses to his defenses as long as an enemy is wielding HIS preferred weapon, not just any weapon. It would have been better if it came from the Fighter Group that his preferred weapon came from. For instance, he chose Falchion, so he gets a bonus to his defense against heavy blades, not just when he faces falchions. That would have been awesome.
Out of the two, my preferred is the Weapon Master because he makes things interesting. My half-orc would whisper to his falchion constantly when not using it to kill, referring to it by the name of his dead wife. He also carried the skull of his elder brother with him as a memento, and would get into arguments with it about who's fault this or that was. Eventually, both his Falchion and the skull took on properties, becoming more than what they appeared.
If you're a weapon master, you can go the disarm route. You have plenty of damage dealing ability, and disarm/dirty tricks simply adds to what you can do in combat. As a dwarf, you can go Spellsunder route as well, taking the barbarian's traditional role, geared up in Noqual Full Plate and wielding a Noqual weapon.
For weapons, I'd suggest something other than Dorn Dergar if you go weapon master. The thing about WM is that the abilities are much more critical dependent than Two handed fighter. If you really wanna go big with twin dorn dergars, I'd suggest going two weapon warrior. You can quickly become a cleaving twin dorn dergar monster of smashing death and destruction, hitting everything around you.
Best feat trees? Weapon Focus and Weapon Spec, TWF, Dorn Dergar, Whirlwind, and Dwarven Cleave Tree.
You will hit everything within ten feet, near and far. Plus, if they enlarge you, you will hit everything within fifteen or twenty feet.