
Sergeant Brother |

I'm starting a new campaign as a level 1 Stonelord Dwarf paladin. My attributes are as follows:
Str 18
Dex 10
Con 16
Int 13
Wis 10
Cha 12
I was hoping to try to maximize my damage output while still being the party's main tank. There is a Swashbuckler in the party and I was hoping that he wouldn't absolutely outshine me in terms of damage.
I was thinking that a sword and shield would be thematically appropriate, but I haven't entirely decided on a fighting style yet. The GM is letting me essentially have a free exotic weapon proficiency, so that would factor in - maybe shield and falcata?
Anyway, does anybody have ideas for how to build this character to be a competitive damage dealer?

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You actually already have access to the best stonelord weapon: the dwarven dorn-dergar. As a move action, you can swap it between reach and non-reach, making it perfect once you enter a defensive stance. Pick up a feat, and that becomes a swift action. A shield is less relevant for you, thanks to your awesome natural armor and DR, and two-handed power attack plus stonestrike and defensive stance will be your main combat engine.
Also, is that a 28 point buy, or did you roll?

lemeres |

You actually already have access to the best stonelord weapon: the dwarven dorn-dergar. As a move action, you can swap it between reach and non-reach, making it perfect once you enter a defensive stance. Pick up a feat, and that becomes a swift action. A shield is less relevant for you, thanks to your awesome natural armor and DR, and two-handed power attack plus stonestrike and defensive stance will be your main combat engine.
Also, is that a 28 point buy, or did you roll?
yeah, effective reach can end up a better defense than a shield. Your offense can be the best defense when you are a circle of pain 25' across.

lemeres |

It was a roll.
It the ability to switch between reach and non-reach more valuable than something with better critical like a falchion?
well, while I can't necessarily speak on the value of the switch... the value of reach itself is on par and might exceed the crit weapon.
REach builds through polearms are one of the strongest melee styles. They are still 2 handing a weapon, which is the benchmark for damage, but they also have various tactical advantages.
The defensive advantage is readily apparent- making it hard for enemies to get close.
But you can also make it far easier to get full attacks. Take a reach weapon, and add on the lunge feat and your 5' step... and you can hit enemies 20' away. That is pretty much the same distance as a dwarf's move+attack. What melee class doesn't love easier full attacks? Reach is actually worth comparing to pounce in this regard (often less distance for the initial turns, but doesn't need charge lanes)

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Especially when your awesome stat roll means enough intelligence for improved trip, moving between reach and non-reach is golden.
Defensive stance is an amazing ability, but it can screw you over if you let it. The difference between standing in the middle of a room with five foot reach, hoping people come to you and commanding the battlefield with 25 foot reach is highly non-trivial.

Ryan Freire |

It seems like it works really well with stonelord. You're going to be stationary occasionally, and you already have a hindered movement speed as melee.
If those stats are flexible you might want to consider swapping the cha for the dex and taking advantage of combat reflexes, which is pretty nice with a reach weapon.