Help me optimize my Stonelord build


Advice

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

Grand Lodge

Anyone?


You don't need to limit his armor selection to a Breastplate. Heavy armor doesn't lower your Dex, it only restricts how much of the numerical bonus you can use. You still have a 15 Dex, and can make use of any feat that requires a 15 Dex. If you are wearing full plate, you just are restricted to only one point of your potential +2 bonus.

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.


You could use heavy armour with higher dexterity bonus like tatami-do or o-yoroi.


Also I don't think either cleave nor 1H dorn dergar action is worth it.

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?


I'd change Shield of Swings and Weapon Focus for Improved Sunder and Greater Sunder. This would allow you to use your extra CMB from Stonestrike somehow. Usually you don't want to destroy loot but when it comes handy it comes super handy, plus its super thematic.

Silver Crusade

Actually if you use the Dorn Dergar one handed, you need a full round to change its length, or a move action with Darting Viper.
Because you have taken TWF, I would take advantage of it using the shield as well. I would therefore take also Improved shield Bash, Shield Master and Bashing Finish. I would instead remove Darting Viper because you don't need to change reach: if the enemy is adjacent to you, you just TWF-it using helmet and shield. Just take Power Attack instead.
However, if you want to focus more on a reach-AoO build, try making it simpler: reach 2H weapon, maybe a meteor hammer, so that enemies cannot leave your area. This way, you don't even need 15 Dex.

1 Dirty Fighter (or Combat Expertise if you manage to get 13 Int)
3 Improved Trip
5 Combat Reflexes
7 Greater Trip
9 Power Attack
11 TWF (to be used while in meteor mode on adjacent prone enemies in order to stack up damage)
13 iTWF or Lunge
15 Lunge or iTWF
17 gTWF

The routine is that you attack someone in forstress mode. You trip him, this causes AoO, deal damage to him, then drag him in an adjacent space, where you can trip him again using the helmet and go on with your other attacks. On his turn, if the enemy tries to get up, he will provoke AoO and will eventually take a 5ft step. In this case, repeat the routine. If at the end of his turn he is still adjacent to you, enter in meteor mode e TWF-him, maybe trying a trip first.
The point is: once he has been dragged, he's trapped.

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.


This is for PFS? Then go Sunder man! The item does not get removed from the chronicle sheet.

Grand Lodge

Yea, it is going to be for PFS.


Vargrym Stoneheart wrote:

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.

Dirty fighting also lets you qualify for feats:

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.


ChaiGuy wrote:
Vargrym Stoneheart wrote:

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.

Dirty fighting also lets you qualify for feats:

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

That feat, is a thing, of beauty!!!

Still needs an extra two DEX however for TWF.

Silver Crusade

Yeah sorry, I meant Dirty Fighting, and yes, you would still need 15 Dex. However, if this is for PFS, you won't need the feats at all.

The trip build actually is the perfect example of breaking ball build, because the trip triggers one or two AoOs that you use to deal damage, while impairing the target. Combat Reflexes is quite useless if you don't have a way to FORCE enemies to provoke AoO. The exotic proficiency is a bummer, I know. You can shift all feats up and get Power Attack at 11 (which is like not taking it at all), or you can take a dip in Fighter. This way, your build will be fully operative at 7th level (and take Power Attack at 9th level).

If you don't like the trip route, then you will need another strategy to take advantage of enemies near to you. You can use a martial reach weapon and the Cleave feat tree together with dwarven feats. I still recommend a Fighter dip in order to be able to get Power Attack early. If you don't want to dip, then shift all the feats up.

1 Power Attack
1 Cleave
3 Goblin Cleaver
5 Orc Hewer
7 Great Cleave
9 Lunge

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