| Jollygreen326 |
I am looking for a little advice on build order and whether it is technically legal. I am planning on a dwarf Two-Weapon Warrior Fighter who dual wields Dorn-Dergars eventually. I am thinking of having a small focus on AoOs and eventually using Cut from Air to block ranged while pummeling people with two spiked metal volleyballs. My tentative build order is.
1- Combat Reflexes
F1- Weapon Focus (dorn-dergar)
F2- Dodge
3- Two-Weapon Fighting
F4- Dorn-Dergar Master
5- Double Slice
F6- Improved Two-Weapon Fighting
7- Cut From Air
F8- Darting Viper
9- Twin Thunders Flurry
F10- Smash From Air
11- Spell Cut
F12- Twin Thunders Master
13- Improved Critical
Everything past that is kind of up for grabs and we are starting from level 1. The GM hinted that giants are a big thing (wink). I usually play magic users so the intense planning and no take backs needed for non magic users is intimidating. Thanks in advance.
Knightengale
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I've played a dorn-dergar build that was focused on cleaving. This weapon is most excellent for it because it is so easy to change your reach with it.
Here was my build.
If you are expecting giants go one further up the feat tree and get Giant Killer at level 11.
TL;DR: This feat line (Goblin Cleaver -> Orc Hewer -> Giant Killer) allows you to cleave non-adjacent targets. This means hitting multiple targets with full BAB attacks, also if you drop targets you get more free attacks. With some luck and using the reach of lunge + reach of dorn-dergar you can hit some really wide areas and knock down several opponents in a domino-like fashion as each drop grants more and more attacks.
Cheers, hope this helps.
Slyme
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There are 2 main problems I see is the build:
1 - It is heavily MAD. Need a 17 Dex to get Imp. TWF. The Dorn-Dergar isn't a finesse weapon, so you will still need a high Str for damage, decent Con, etc.
2 - There is no way to make the Dorn-Dergar a light weapon, so your accuracy will take a big hit with -4 on on first 2 attacks, then -9 on your second 2 attacks, etc.
My favorite Dorn-Dergar build is a Vital Strike/Sunder focused one, using 2 levels of Slayer to get TWF without needing any Dex investment. This unlocks an interesting option...Normally the Dorn-Dergar is 2 handed...the Dorn-Dergar Master feat makes it a 1 handed weapon for you...so you can then buy a Large sized one and wield it 2 handed which gives you a base damage of 2d8 instead of the normal 1d10. If you then enchant that large DD with the Impact enchantment, it pushes your damage up to 3d8. If you Vital Strike with it...6d8...improved vital strike...9d8...plus 1.5x Str, plus enchantment, Power Attack, Weapon Specialization, etc. My level 12 build like this in PFS does 9d8+30, or more on a sunder.
If you are interested, here is my build:
You could easily swap out the Sunder feat tree for something flavored more to your style...this guy is a wrecking ball for me, so I built him to be able to break just about anything.
Race: Dwarf
Class: Fighter (Martial Master/Two-Handed Fighter) / Slayer
Str: 18
Dex: 10
Con: 16
Int: 10
Wis: 14
Cha: 5
All Stat boosts to Str
Traits: Defender of the Society, Glory of Old
Items:
+1 Impact Adamantine Dorn-Dergar (Large)
+3 Full Plate
+4 Belt of Giant Str
+3 Cloak of Resistance
+2 Ring of Protection
Pink Rhomboid Ioun Stone
Periapt of Health
Boots of Striding and Springing
1. Fighter 1
Feat: Power Attack
Fighter Feat: Furious Focus
2. Fighter 2
Fighter Feat: Weapon Focus – Dorn Dergar
3. Fighter 3
Feat: Improved Sunder
4. Slayer 1
5. Slayer 2
Slayer Talent: Ranger Combat Style: Two-Weapon Fighting
Feat: Dorn Dergar Master
6. Fighter 4
Fighter Feat: Vital Strike
7. Fighter 5
Feat: Darting Viper
8. Fighter 6
Fighter Feat: Greater Sunder
9. Fighter 7
Feat: Smashing Style: Dorn-Dergar
10. Fighter 8
Fighter Feat: Weapon Specialization: Dorn-Dergar
11. Fighter 9
Feat: Improved Vital Strike
12. Fighter 10
Fighter Feat: Devastating Strike
Philippe Lam
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The archetype is a false friend ultimately for several reasons, compared to the vanilla version.
- The AC bonus against melee attacks isn't big enough to justify losing Armor Training. It can be useful against melee touches, but strictly numerically not superior to Armor Specialization.
- The replacement effect of Weapon Training wouldn't allow the use of the Gloves of Dueling, which wouldn't be bad towards CMD or things like Trained Reflexes. The lowering of TWF penalties not starting before level 11, either Effortless Lace or a similar Advanced Weapon Training ability would yield an earlier and bigger return.
- Perfect Balance and Deft Doublestrike are good, no objections.
The archetype isn't that bad, but I'd say you'll have to wait too long to reap the benefits of it. Outside of that I don't see major faults, although I'll advocate as usual for a simpler and cheaper version of the concept, feat-wise