Dwarf Battlerager

vhailor

First Post
Can someone who has played a Dwarf Battlerager tell me what his defenses are.
Mine are terrible. AC16 FOR16 REF10 WIL11. I hear a lot that a battlerager can't fall, but with defenses like these any attack with a roll 3+ is a standard hit against WILL, REFLEX. If someone chooses STR16 CON18, so he can get 4 temp HP, he will hit with +5(too low). So, with maxHP=31, it takes a critical ranged attack with Longbbow to drop him to half. The only problem I see is with the minions, who almost always can't touch him. Instead of not allowing a battlerager in the party, the DMs could rull out the feats that increase the temp HP (Improved Vigor, Dwarf Stoneblood)
 

log in or register to remove this ad

It depends on the build. You could also play a dwarf battlerager with AC 20, Fort 16, Refl 13, Will 12, and +6 attack with longsword. Yet another build could run with AC 18, Fort 16, Refl 12, Will 11, and +6 attack with craghammer.

It's a question of which feature of the BRV do you value more? Defense? Offense? A little bit of each?
 

Use a Shield.

AC 18.

If you want a higher defense, you need to give up the Chain bonuses and jump up to Scale (or possibly eventually or immediately Plate).
 

This is how I build it:
====== Created Using Wizards of the Coast D&DI Character Builder ======
dwarf fighter, level 1
Dwarf, Fighter
Fighter Talents: Battlerager Vigor
FINAL ABILITY SCORES
Str 17, Con 17, Dex 13, Int 10, Wis 12, Cha 8.
Starting Ability Scores
Str 17, Con 15, Dex 13, Int 10, Wis 10, Cha 8.

AC: 18 Fort: 15 Reflex: 13 Will: 11
HP: 32 Surges: 12 Surge Value: 8
TRAINED SKILLS
Heal, Endurance, Athletics.
FEATS
1: Dwarven Weapon Training
POWERS
1, At-Will: Crushing Surge
1, At-Will: Tide of Iron
1, Encounter: Steel Serpent Strike
1, Daily: Lasting Threat
ITEMS
Adventurer's Kit, Climber's Kit, Chainmail, Heavy Shield, Waraxe, Throwing hammer (3)
====== Created Using Wizards of the Coast D&DI Character Builder ======
 

Eh, get yourself a Cloak of Protection or some other nice neck slot item ASAP. It will help all of those defenses. Personally I've always thought that the trick with the battle rager would be to not worry so much about AC and concentrate on getting the big TempHPs and build to keep your other defenses as high as you can reasonably get them. Being hit in melee combat is not really normally going to be your main problem, even with a somewhat weaker than normal AC you're still going to do well.

What WILL bite is when those other weaker defenses get you loaded up with bad status effects and you're slowed, dazed, immob, etc. Hard to be too effective under those conditions...
 

This is how I build it:
====== Created Using Wizards of the Coast D&DI Character Builder ======
dwarf fighter, level 1
Dwarf, Fighter
Fighter Talents: Battlerager Vigor
FINAL ABILITY SCORES
Str 17, Con 17, Dex 13, Int 10, Wis 12, Cha 8.
Starting Ability Scores
Str 17, Con 15, Dex 13, Int 10, Wis 10, Cha 8.

AC: 18 Fort: 15 Reflex: 13 Will: 11
HP: 32 Surges: 12 Surge Value: 8
TRAINED SKILLS
Heal, Endurance, Athletics.
FEATS
1: Dwarven Weapon Training
POWERS
1, At-Will: Crushing Surge
1, At-Will: Tide of Iron
1, Encounter: Steel Serpent Strike
1, Daily: Lasting Threat
ITEMS
Adventurer's Kit, Climber's Kit, Chainmail, Heavy Shield, Waraxe, Throwing hammer (3)

How often do you hit with strength 17 and wielding an axe?
Would it be better to stay with longsword(+3) for the first level and switch to axe when you reach 2nd level(you'll have +1 from level modifier)?

But yes, I could take scale. I just stop thinking about it when I saw the benefits of scale.
 

Pets & Sidekicks

Remove ads

Top