| Tyophelis |
Hello
I would really apreciate some input on the feats for my dwarfen warpriest. It s an all dwarf group playing in a homebrew campaign of forgotten realms with pathfinder rules.
We know that most of the adventure we will be spending in mines, a huge dungeon (mostly 10ft gangways) but also rooms and massiv halls. Most of our games end around lvl 12.
The group composition is:
Fighter hammer and shield ( my brother)
Warpriest scimitar and shield
Barbarian longaxe (reach)
Scout crossbow
Cleric travel domain
We roll our stats but magic items and gold will be scarce, +2 items is usually the highest we get.
My character is a merchant priest who loves his unusual armors, weapons and items
Dwarf : Warpriest of Vergadain (god of merchants and trickery)
Blessings: Good & Luck
Heavy armor & shield: weapon focus on scimitar
Traits: militant merchant +1 perception +class skill, gods favoured
Feats by lvl (bolded are must have)
1. shieldwall teamwork feat +2 ac together with my brother
2.
3. power attack, ? cleave
4.
5. ? extra traits: tunnel fighter, glory of old... other suggestions?
6. weapon specialisation: scimitar
7. ?finishing cleave
8.
9. improved critical, ?
10.
11. ?quicken blessing
12. ?? cleave through
I ve read quite alot of bad things about cleave. but for my 3/4 bab warpriest it feels a good way to gain multiple attacks early and so increase my dmg output.
What feats would you recommend me for level: 3, 5, 7, 9, 11 and 12.
Weapon or the shield are not for debate. I ve tought about the shield bash chain but, i m not to keen on it because of the heavy investment.
thank you in advance for your advice
| chbgraphicarts |
We roll our stats but magic items and gold will be scarce, +2 items is usually the highest we get.
My character is a merchant priest who loves his unusual armors, weapons and itemsDwarf : Warpriest of Vergadain (god of merchants and trickery)
Blessings: Good & Luck
Heavy armor & shield: weapon focus on scimitar
Traits: militant merchant +1 perception +class skill, gods favouredFeats by lvl (bolded are must have)
1. shieldwall teamwork feat +2 ac together with my brother
2.
3. power attack, ? cleave
4.
5. ? extra traits: tunnel fighter, glory of old... other suggestions?
6. weapon specialisation: scimitar
7. ?finishing cleave
8.
9. improved critical, ?
10.
11. ?quicken blessing
12. ?? cleave throughI ve read quite alot of bad things about cleave. but for my 3/4 bab warpriest it feels a good way to gain multiple attacks early and so increase my dmg output.
What feats would you recommend me for level: 3, 5, 7, 9, 11 and 12.
Weapon or the shield are not for debate. I ve tought about the shield bash chain but, i m not to keen on it because of the heavy investment.thank you in advance for your advice
Oy, where to begin...
First:
Shieldwall is pretty jank.
Take Outflank if you feel you HAVE to take a Teamwork Feat - if you're going to be attacking dudes together with your brother, do something better with it like getting a +4 to hit when Flanking than just granting tiny bonuses to AC.
Outflank and Precise Strike are two of the best Teamwork Feats going.
---
Second:
What you've read about Cleave doesn't even begin to describe how bad it actually is.
You're a Warpriest.
You get Buff spells as Swift Actions, like Enlarge Person; those make up for the lack of attack iterations MUCH more than Cleave ever will at early levels and thereafter.
A reason, maybe the ONLY reason, to take Cleave or Great Cleave is if you know you're going to be surrounded by enemies, because they have to be adjacent to one another.
Another would be if you have very specific tricks that can work with it AND you know you're going to be knee-deep in enemies like I said before.
---
Third:
Power Attack is basically useless for a one-handed warrior. The maths work out that, on average, every +1 to hit is equivalent to +2 damage per attack.
Meaning that giving yourself a -1 Attack and only gaining a +2 to damage is basically a zero-sum value for average damage.
Power Attack actually works for two-handed warriors because the +3 means you have a net-gain of 1 damage per attack.
While this can be a case-by-case basis, you're just better off taking things like Greater Weapon Focus
---
Fourth:
If you want to play a Dwarf then... well, okay. It's not a BAD race to take - +2 Con and +2 Wis are very nice, yes - but the Favored Class Bonus is kinda... eh...
Humans are the bar-none best racial FCB: A free Bonus Combat Feat every 6th level. Therefore the best options are Human, Half-Elf, Half-Orc, Scion of Humanity Aasimar, or Throwback Gillman, because they can all take the Human Favored Class Bonus.
If you have to play ANYTHING but a Human or Half-Human, then Halfling is actually pretty stinkin' fantastic. 1d8 Sacred Weapon damage at lv4, 1d10 damage at lv8, and 2d6 damage at lv12 puts you basically on-par with the Sacred Fist and Monk for damage progression.
---
Fifth:
Sword-and-board isn't a very strong way to go - for one, you need Two-Weapon Fighting just to make an off-hand Shield Bash without a massive penalty.
Two-Handed fighting is a much-better way to go.
Scimitar is okay as a weapon, but for two-handed fighting, it's pretty underwhelming, so I'm gonna suggest against it; instead, use one of the following:
Martial Weapon Proficiencies - Nodachi (Martial Two-Handed Weapon, 1d10 18-20/x2)
Weapon Familiarity Proficiencies:
Dwarven Boulder Helmet (Light Weapon, 1d4 x2),
Dwarven Maulaxe (Light Weapon, 1d6 x3),
Dwarven Waraxe (One-Handed Weapon, 1d10 x3),
Dwarven Double Waraxe (One-Handed Weapon, 1d10 x3, +1 on Cleave attacks),
Dwarven Longhammer (Two-Handed Weapon, 2d6 x3)
The Nodachi and Dwarven Longhammer have equivalent damage to a Greatsword.
Dwarven Double Waraxe has equivalent damage to a 2d6 x2 weapon, or a 1d10 19-20/x2 weapon.
A HUGE Nodachi actually deals MORE damage than a Greatsword; therefore, applying the Impact quality to a Nodachi while you're Enlarged makes it deal damage as a Huge weapon, so the Nodachi's you're bar-none best option for straight-out damage.
That being said, that may not be the most STYLISH option. Using the Dwarven weapons (which are very good) would be preferable to the Scimitar.
Specifically, the Dwarven Double Waraxe actually makes the desire to play Cleave and Great Cleave, etc. a viable option because you not only get a second attack or more, you also get a BONUS to hit on those attacks
Unless you go Sacred Fist in order to gain Crusader's Flurry, I wouldn't suggest using the Scimitar, honestly.
---
Sixth:
The Forgepriest Archetype would probably fit your character well, as well as potentially provide the party with at least magic arms & armor.
Alternatively, especially if your DM won't let you take Forgrepriest because of its ability to create magic arms and armor, The Champion of the Faith would be a fantastic build for a Dwarven Warpriest.
---
Finally:
Assuming your DM doesn't allow Forgrepriest, I'd suggest doing one of these:
Champion of the Faith - Dwarven Double Waraxe, Two-Handed
Highest Stat: Strength
Secondary Stats: Wisdom, Charisma
Tertiary Stat: Constitution
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck
CL1 Power Attack*, Weapon Focus (Dwarven Double Waraxe), Chosen Alignment - Good
CL2
CL3 Cleave, Detect Alignment
CL4 Smite, Sacred Weapon - Good vs DR
CL5 Cleaving Finish
CL6 ???
CL7 Toughness
CL8
CL9 Greater Weapon Focus, Improved Critical
CL10
CL11 Quicken Blessing - Good
CL12 ???, Sacred Weapon - Holy Enhancement
* Use a filler Feat at first, then retrain to Power Attack at lv2
OR
Champion of the Faith - Dwarven Longhammer, Two-Handed
Highest Stat: Strength
Secondary Stats: Wisdom, Charisma
Tertiary Stat: Constitution
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck
CL1 Catch-Off Guard*, Weapon Focus (Dwarven Longhammer), Chosen Alignment - Good
CL2
CL3 Power Attack, Detect Alignment
CL4 Smite, Sacred Weapon - Good (vs DR)
CL5 Furious Focus
CL6 Weapon Specialization
CL7 Toughness
CL8
CL9 Greater Weapon Focus, Improved Critical
CL10
CL11 Quicken Blessing - Good
CL12 Greater Weapon Specialization, Sacred Weapon - Holy Enhancement
* to treat the shaft of the Longhammer as a Quarterstaff.
OR
Warpriest - Nodachi, Two-Handed
Highest Stat: Strength
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Intelligence
Dump Stats: Dexterity, Charisma
Armor: Full Plate
Blessings: Good, Luck
CL1 Power Attack*, Weapon Focus (Nodachi)
CL2
CL3 Furious Focus, ???
CL4
CL5 ???
CL6 Weapon Specialization
CL7 ???
CL8
CL9 Improved Critical (Nodachi), Greater Weapon Focus
CL10
CL11 Quicken Blessing - Good
CL12 Greater Weapon Specialization
* Use a filler Feat at first, then retrain to Power Attack at lv2
OR
Warpriest - Nodachi, Two-Handed, plus Dwarven Boulder Helmet
Highest Stat: Strength
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Dexterity
Dump Stats: Charisma, Int
Armor: Full Plate
Blessings: Good, Luck
CL1 Power Attack*, Weapon Focus (Dwarven Boulder Helmet)
CL2
CL3 Improved Bull Rush, Two-Weapon Fighting
CL4
CL5 Pushing Assault
CL6 Greater Bull Rush**
CL7 Furious Focus
CL8
CL9 Bull Rush Critical**, Improved Critical (Nodachi)
CL10
CL11 Quicken Blessing - Good
CL12 Greater Weapon Focus (Dwarven Boulder Helmet)
* Use a filler Feat at first, then retrain to Power Attack at lv2
** First take something like Toughness at lv9. Retrain your 6th Level Bonus Feat to something like Dodge. Retrain your 9th level Feat to Greater Bull Rush since you now actually have a BAB of +6. Retrain your 6th Level Bonus Feat to Bull Rush Critical now that you are 9th level and as a Bonus Feat you count as having a BAB of 9 for the purposes of meeting Feat prereqs.
OR
Sacred Fist - Scimitar, One-Handed
Highest Stat: Strength
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Dexterity
Dump Stats: Charisma, Int
Blessings: Good, Luck
CL1 Snapping Turtle Style*, Improved Unarmed Strike, Flurry of Blows, AC Bonus,
CL2
CL3 Weapon Focus (Scimitar), [i]Blessed Fortitude
CL4
CL5 Crusader's Flurry
CL6 Snapping Turtle Shell
CL7 ???, Ki Pool
CL8
CL9 ???, Miraculous Fortitude
CL10
CL11 Improved Critical (Scimitar)
CL12 Snapping Turtle
* Use a filler Feat at first, then retrain to Snapping Turtle Style at lv2
OR
Warpriest - Dual Dwarven Maulaxes
Highest Stat: Dexterity
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Intelligence
Dump Stats: Strength, Charisma
Armor: Elven Mail
Blessings: Good, Luck
CL1 Weapon Finesse, Weapon Focus (Dwarven Boulder Helmet)
CL2
CL3 Slashing Grace*, Two-Weapon Fighting
CL4
CL5 Double Slice
CL6 Improved Two-Weapon Fighting
CL7 Dual Enhancement
CL8
CL9 ???, ???
CL10
CL11 Greater Two-Weapon Fighting
CL12 Greater Weapon Focus (Dwarven Boulder Helmet)
* Slashing Grace is going to be errata'd to include slashing light weapons as well - this has been all-but stated by devs like Mark Seifter
| Paladin of Baha-who? |
Power attack is worth it for one-handers as well -- there's always going to be situations with enemies who have relatively low AC and lots of HP, where losing 1 to the attack doesn't make you too much less likely to hit. With the buffs warpriests can bring out, especially if you take Fate's Favored as a trait to leverage +2 out of Divine Favor instead of just +1, you can pretty reliably hit even at low levels. If you face a heavily armored foe, you can just choose not to power attack.
I agree on dropping Shield Wall, it's not worth it. Could be an OK filler feat for first level, but even then I'd rather have Toughness. Dwarves have a great choice though -- Steel Soul, which increases the Dwarven racial bonus to saving throws against spells and spell-like abilities from +2 to +4. That's an extra +2 against a big portion of what you want to save against.
| Tyophelis |
| 1 person marked this as a favorite. |
Thank you guys so much for your extensive replies. We will be facing massiv waves of orcs. The first session consisted of a 6 hour battle where we had to defend against over 150 orcs and 3 ogers and that at first level.
Shieldwall saved my brothers live because the oger missed by 1 and is not up for debate because we already took it. The feat is full of flavour and a 2 AC boost is pretty decent. I agree to some extend with toughness, I would love me some more hp but not at the cost of a 10% higher chance to be hit. But on the other hand I don t want to be stacking on defensiv traits and hit like a wet noodle.
what we are trying to achieve is to have a sturdy frontline, so we can keep enemies from pushing to our damage dealers: the barbarian and scout.
I agree that the flanking bonuses are rather nice, but if we try to flank we will loose formation and will soon be surrounded by enemies.
I am trying to maximise my damage with a sword & board build. I agree that powerattack is not great, but there doesn t seem to be much alternatives at low level.
I ve been thinking of gang up but I don t fancy the combat expertise requierement much.
any other suggestions that don t completely change my current build :-)
| Tyophelis |
I don t think I can get enlarge person as a warpriest, it s on the wizzard spell list. Oracles and clerics get it through mysteries or domain spells, I don t think there is a way for me to get it.
Is there a way to get a domain as a warpriest, without dipping?
or a way to increase my spell list with bard, paladin, inquisitor or mage spells
| Tyophelis |
Oy, where to begin...
First:
Shieldwall is pretty jank.
Take Outflank if you feel you HAVE to take a Teamwork Feat - if you're going to be attacking dudes together with your brother, do something better with it like getting a +4 to hit when Flanking than just granting tiny bonuses to AC.
Outflank and Precise Strike are two of the best Teamwork Feats going.
---
Second:
What you've read about Cleave doesn't even begin to describe how bad it actually is.
You're a Warpriest.
You get Buff spells as Swift Actions, like Enlarge Person; those make up for the lack of attack iterations MUCH more than Cleave ever will at early levels and thereafter.
A reason, maybe the ONLY reason, to take Cleave or Great Cleave is if you know you're going to be surrounded by enemies, because they have...
thank you for your reply, there are some awesome build suggestions, I like the sacred fist and double dwarfen maul builds.
I wanted to make a sacred fist with a greatsword. but the feat investment was just to big and running around with ac 16 in the frontline is just pure suicide in this campaign.
claudekennilol
|
I highly recommend taking vital strike and the weapon of the chosen feats. It's probably too late for you to do that, though.
Vital Strike is nice because you can get it at level six which is two levels earlier than normal and two levels before you get your first iterative attack. Vital Strike is a nice way to fake your iterative attack.
| chbgraphicarts |
I keep forgetting Enlarge Person is a Domain-only spell for Clerics...
Eh, the point still stands that you get better buffs than what Power Attack gives you.
Power Attack is very situationally useful for one-handers; that means it's great if you have Martial Flexibility available, but other times it's going to be a dead feat.
If you want it, take it later, but it's not a high-priority for one-handers.
---
Also, the Dual Dwarven Maulxes should have that listed as the target of Weapon Focus and GWF - copy-pasted and forgot to change the info in there.
Still, Two-Weapon Fighting Warpriests have to be pretty much exclusively Humans/Half-Humans to not eat up way too many Feats, or at the very least be Sacred Fists.
| Tyophelis |
I really apreciate your input graphicarts :-). I know power attack is not optimal and I would also rather go for the weapon spec line or flury with a greatsword.
In general I agree that killing fast is the way to solve an encounter the smoothest. But we are a facing a demon who s opened a portal in the mines and has an infinite supply of orcs. It doesn t matter if I kill enemies quick enough, because the enemy frontline will just be replenished again and again till we run out of steam.
So I ve got my reasons to run with sword and board and shieldwall, which in the end will provide me with an +5-6 AC bonus.
I still need to optimize my dmg with the 1h scimitar and shield or add to my spelllist.
I m open to any input :-)
Aerick Lim
Order of the Amber Die
|
| 1 person marked this as a favorite. |
Greetings, Tyophelis. I'm from the Order of the Amber Die, playing Oloch the Iconic warpriest featured the Giantslayer Marathon blog posts. The class is awesome, I'm sure you'll have a lot of fun with it! If you have any questions about it please let me know, I've played one from 1st to 9th level in the last few months and will hopefully get as high as 16th by the conclusion of the AP, and I'd be glad to share my experiences with you. I can tell, so far, Fervor has been the most useful ability, aloowing Oloch to heal or cast a spell on himself or cast a swift action, although that may be difficlt for you to employ since you have a shield and won't be able to cast often. If you want to check out a few things about how a warpriest functions, check out The Giantslayer Endeavor in our Dropbox and you can go to our Facebook or Instagram for additional content.
As for a feat progression, I saw that you're considering the Shield Wall teamwork feat with your brother, that's great! Our group all took the Escape Route teamwork feat, which has paid serious dividends against creatures with reach. Anyway, is your brother playing your brother in character as well? If so, and you really want to get defensive, I did this trick with another members of the Order last year and it was incredibly effective:
#1) If you are playing with Traits, both of you should take Kin Guardian (not required, but extremely helpful) to grant +4 to AC with the Aid Another action
#2) At 3rd level take Combat Reflexes then Bodyguard as your bonus feat to make the Aid Another action (to AC only) an attack of opportunity
Since you've already committed to staying adjacent to use Shield Wall, Bodyguard will allow each of you to add +4 to each other's AC a number of times equal to 1+Dex modifier PER ROUND! So with heavy shields, you'll effectively be +6 to AC when adjacent, depending on how many attacks you have against you in a single round.
For higher levels, I think the rest of your feat selection is great, and the Forgepriest archetype would fit really well with a dwarven warpriest!
Good luck, and good gaming!
| Tyophelis |
Greetings, Tyophelis. I'm from the Order of the Amber Die, playing Oloch the Iconic warpriest featured the Giantslayer Marathon blog posts. The class is awesome, I'm sure you'll have a lot of fun with it! If you have any questions about it please let me know, I've played one from 1st to 9th level in the last few months and will hopefully get as high as 16th by the conclusion of the AP, and I'd be glad to share my experiences with you. I can tell, so far, Fervor has been the most useful ability, aloowing Oloch to heal or cast a spell on himself or cast a swift action, although that may be difficlt for you to employ since you have a shield and won't be able to cast often. If you want to check out a few things about how a warpriest functions, check out The Giantslayer Endeavor in our Dropbox and you can go to our Facebook or Instagram for additional content.
As for a feat progression, I saw that you're considering the Shield Wall teamwork feat with your brother, that's great! Our group all took the Escape Route teamwork feat, which has paid serious dividends against creatures with reach. Anyway, is your brother playing your brother in character as well? If so, and you really want to get defensive, I did this trick with another members of the Order last year and it was incredibly effective:
#1) If you are playing with Traits, both of you should take Kin Guardian (not required, but extremely helpful) to grant +4 to AC with the Aid Another action
#2) At 3rd level take Combat Reflexes then Bodyguard as your bonus feat to make the Aid Another action (to AC only) an attack of opportunitySince you've already committed to staying adjacent to use Shield Wall, Bodyguard will allow each of you to add +4 to each other's AC a number of times equal to 1+Dex modifier PER ROUND! So with heavy shields, you'll...
hi darkborn, thank you for your reply. That is some great idea with bodyguard and kin guardian.
I don t want to be too defensiv, our DM is already annoyed that we are running around with AC 21 & 22 at first level without heavy armor or any spells on us. You do not want to summon the wrath of your DM!I mean who can say about themself that they defeated over 100 orcs in one battle at first level!
We are thunder twins in game not in real life. Against aoo s my twin will be bullrushing me into the enemy Xd.
Forgemaster would have been very cool, but we don t often get to craft and our DM s keeps us on a short leash with magic items, which is understandable, since we have good stats from the beginning.
Is there a way to see your build? I couldn t find it on dropbox, facebook or the homepage.
I certainly do have many questions, one would be: what second level spells do you use often? I can see me using: defending bone pretty on a regular basis, maybe spiritual weapon now and then to make use of my move actions
Aerick Lim
Order of the Amber Die
|
We are thunder twins in game not in real life. Against aoo s my twin will be bullrushing me into the enemy Xd.
Back when the Order was playing in FR our GM ran Ruins of Undermountain and, just like your group, we played all dwarves and our two female players were Thunder Twins!
Is there a way to see your build? I couldn t find it on dropbox, facebook or the homepage.
Sure! It's now uploaded into our Dropbox.
I certainly do have many questions, one would be: what second level spells do you use often? I can see me using: defending bone pretty on a regular basis, maybe spiritual weapon now and then to make use of my move actions
I'm afraid I have a bit of a subjective answer, since we're playing Giantslayer. Oloch casts Bloody Tears and Jagged Smile to gain +4 to Intimidate checks and to the DC of fear spells, which he uses to make giants shaken, which is a setup for the three Hold Person spells he regularly prepares. Spiritual Weapon is always a good spell, except against creatures with a high AC and/or SR, so depending on what kind of game you're playing that may or may not be a good choice all the time.
What I usually do with a spellcaster is embed him where he starts the adventure. Aside from offensive/defensive spells, if there are special spells for his race I check those out first, then utility spells that would be advantageous to the current terrain or region. So depending on where you're starting, try to how to embed your character in a similar manner, come up with a few drafts, then narrow them down. However, save those drafts in case the terrain or region changes so you can adapt!
| chbgraphicarts |
| 1 person marked this as a favorite. |
I don t want to be too defensiv, our DM is already annoyed that we are running around with AC 21 & 22 at first level without heavy armor or any spells on us. You do not want to summon the wrath of your DM!
... Your DM is ADORABLE.
Stupid.
But adorable.
AC21 at lv1, let's see...
Enemy CL1 Orc Barbarian 1/Alchemist 1 has an 18 Str raised to 22 due to Race. Assume he's already under the effects of a Mutagen because he directly attacked you guys... First round of Combat he Rages and downs an Enlarge Person Extract: Str 32.
Assume he takes Weapon Focus at lv1.
Also, he has a Masterwork Greatsword
So, he Charges you guys.
Attack = 1d20 + 1(BAB) + 11(Str) + 1(Focus) - 1(Size) + 2(Charge) + 1(Masterwork)
So, that's a Greatsword being swung at someone's head at a +15 Attack for 3d6 + 16(Str)
He has to roll a 4 or lower to miss.
THAT CL1 MONSTER - SOMETHING THAT IS SUPPOSED TO BE AN EASY FIGHT - IS ALMOST ASSUREDLY GOING ONE-SHOT A 1st-LEVEL CHARACTER, IF NOT CAUSE A TPK!
Your DM needs to grow a pair. AC21 at level 1 is hardly rare in the slightest.
An AC of 30 is impressive; 21 is cute.
| Tyophelis |
Tyophelis wrote:I don t want to be too defensiv, our DM is already annoyed that we are running around with AC 21 & 22 at first level without heavy armor or any spells on us. You do not want to summon the wrath of your DM!... Your DM is ADORABLE.
Stupid.
But adorable.
AC21 at lv1, let's see...
Enemy CL1 Orc Barbarian 1/Alchemist 1 has an 18 Str raised to 22 due to Race. Assume he's already under the effects of a Mutagen because he directly attacked you guys... First round of Combat he Rages and downs an Enlarge Person Extract: Str 32.
Assume he takes Weapon Focus at lv1.
Also, he has a Masterwork Greatsword
So, he Charges you guys.
Attack = 1d20 + 1(BAB) + 11(Str) + 1(Focus) - 1(Size) + 2(Charge) + 1(Masterwork)
So, that's a Greatsword being swung at someone's head at a +15 Attack for 3d6 + 16(Str)
He has to roll a 4 or lower to miss.
THAT CL1 MONSTER - SOMETHING THAT IS SUPPOSED TO BE AN EASY FIGHT - IS ALMOST ASSUREDLY GOING ONE-SHOT A 1st-LEVEL CHARACTER, IF NOT CAUSE A TPK!
Your DM needs to grow a pair. AC21 at level 1 is hardly rare in the slightest.
An AC of 30 is impressive; 21 is cute.
I m torn if I should forward this idea to my DM. :-) Most orcs we face are barbarians and already hit hard when they do, but they are primitiv and I certainly hope they don t dual class into alchemist. But you ve got me concerned here, in the first siege they all drank a potion that gave em diehard before climbing the ladders and this nearly stemmed the battle in their favour. So there certainly are alchemists in their ranks! We are no munchkins, we like to polish our characters but we will not choose something that makes no sense story wise to just gain a bonus.
| Tyophelis |
Tyophelis wrote:We are thunder twins in game not in real life. Against aoo s my twin will be bullrushing me into the enemy Xd.Back when the Order was playing in FR our GM ran Ruins of Undermountain and, just like your group, we played all dwarves and our two female players were Thunder Twins!
Tyophelis wrote:Is there a way to see your build? I couldn t find it on dropbox, facebook or the homepage.Sure! It's now uploaded into our Dropbox.
Tyophelis wrote:I certainly do have many questions, one would be: what second level spells do you use often? I can see me using: defending bone pretty on a regular basis, maybe spiritual weapon now and then to make use of my move actionsI'm afraid I have a bit of a subjective answer, since we're playing Giantslayer. Oloch casts Bloody Tears and Jagged Smile to gain +4 to Intimidate checks and to the DC of fear spells, which he uses to make giants shaken, which is a setup for the three Hold Person spells he regularly prepares. Spiritual Weapon is always a good spell, except against creatures with a high AC and/or SR, so depending on what kind of game you're playing that may or may not be a good choice all the time.
What I usually do with a spellcaster is embed him where he starts the adventure. Aside from offensive/defensive spells, if there are special spells for his race I check those out first, then utility spells that would be advantageous to the current terrain or region. So depending on where you're starting, try to how to embed your character in a similar manner, come up with a few drafts, then narrow them down. However, save those drafts in case the terrain or region changes so you can adapt!
So funny the adventure will also move into undermountain at later stages. I m not sure if there s a module out there on which the story is based, but I tought it was mostly written by himself. ATM we call it "mines of Tethyamar".
Wow that bloody tears spell is certainly flavourfull. I m wondering if I can convince my Aasimar live Oracle to use something like that?
| TGMaxMaxer |
Ok. Heavy orc fighting. You are a 3/4 BAB class. TWF is dumb, even with the Warpriest buffs.
I didn't see a statline, might have missed it. I would expect you to have something like this: Str 16(+) Dex 14 Con 14 Int 10 Wis 15 Cha 8
1:Shieldwall, WF dwarven double Waraxe
3: PA, Cleave,
5: Goblin Cleaver
6: Wpn Spec,
7: Orc Hewer,
9: Gr Cleave, Imp Crit
11: Cleaving Finish
12:
Now, being able to move and get 2 attacks (or more after level 9) against all enemies in reach (of your size or smaller, mostly orcs so good) with a +1 on you highest attack bonus (+2 more if goblins or orcs, should be lots) should be good. Note that after level 6 or so, your AC won't keep up with the attack bonuses of the enemies if the GM keeps you to +1 or +2 weapons/armor.
| Tyophelis |
Ok. Heavy orc fighting. You are a 3/4 BAB class. TWF is dumb, even with the Warpriest buffs.
I didn't see a statline, might have missed it. I would expect you to have something like this: Str 16(+) Dex 14 Con 14 Int 10 Wis 15 Cha 8
1:Shieldwall, WF dwarven double Waraxe
3: PA, Cleave,
5: Goblin Cleaver
6: Wpn Spec,
7: Orc Hewer,
9: Gr Cleave, Imp Crit
11: Cleaving Finish
12:Now, being able to move and get 2 attacks (or more after level 9) against all enemies in reach (of your size or smaller, mostly orcs so good) with a +1 on you highest attack bonus (+2 more if goblins or orcs, should be lots) should be good. Note that after level 6 or so, your AC won't keep up with the attack bonuses of the enemies if the GM keeps you to +1 or +2 weapons/armor.
Hello
I ve been thinking of Orc hewer, I just really dislike the Goblin cleaver pre req, because it does very little and even if we will encounter smaller opponents, they are in general not a huge threat.
Just not very keen on spending 2 feats for 1 good one.
Cleave through would erlaud me the same, just without the attack bonus, but I can only take it at lvl 12.
My stats are:
Str: 17
Dex 15
Con: 17
Int: 13
Wis: 17
Cha: 9
| GoldEdition42 |
Very interesting, as I am also playing a 13th level Dwarven Warpriest with scimitar and heavy shield. We have a human psion, a human Paladin, a half-elf rogue, and an elven wizard.
AC of 35 (before sacred armor) and with Steel Soul/Glory of Old he is tough as hell. I also avoided Power Attack so I consistently hit for decent damage. He very slowly kills everything in the room....it's like the hallway fight from Oldboy.
I can't recall most of his feats but he did take Fey Foundling at 1st, Toughness, Deepsight, Dodge, Weapon Focus/Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, Improved Critical, Quicken Blessing.....not all in that order.
A fun class and it amazes the table when you are able to Fervor a Heal on yourself and then do a full attack.
| Tyophelis |
Very interesting, as I am also playing a 13th level Dwarven Warpriest with scimitar and heavy shield. We have a human psion, a human Paladin, a half-elf rogue, and an elven wizard.
AC of 35 (before sacred armor) and with Steel Soul/Glory of Old he is tough as hell. I also avoided Power Attack so I consistently hit for decent damage. He very slowly kills everything in the room....it's like the hallway fight from Oldboy.
I can't recall most of his feats but he did take Fey Foundling at 1st, Toughness, Deepsight, Dodge, Weapon Focus/Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, Improved Critical, Quicken Blessing.....not all in that order.
A fun class and it amazes the table when you are able to Fervor a Heal on yourself and then do a full attack.
You draw some very nice pictures with your words. The Oldboy fight and swift heal with fullattack :-) Looking forward to those levels.
I m not sold on the power attack and cleave route either, but it seems the easyest way to get some more dmg out of this char and I don t see many alternatives. I like my chars to be balanced, so yes I ve lost alot of dmg by going sword and board, but still hope I ll be able to deal some pain and not just take it.