Epic Dwarven Defender - What feat?

Technically you could enter DD at level 10, with 8 PsyWar and 1 fighter, take the other fighter level later. But yeah, I know what you mean. Characters created at higher levels don't have to worry about the effort of getting to the level they're at, so they can make what would otherwise be somewhat suboptimal choices in order to be better in the end.

I was working out the character last night, and realized I'm going to have on the order of 380 hitpoints with average rolls... good lord. I guess that's what happens when you can get 36 CON at level 20. man, dwarves are cool :)

-The Souljourner
 

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whoops, math was off by one. I meant entering DD at 8th vs. 10th, not 9th vs. 11th.

380 hit points for 36 con at level 20.

13 x 20= 260
10 x d12 = 65 on average
10 for first level
9 x d10 = 50 on average

Somewhere around 380 sounds about average.

How are you getting 36 con at level 20? +5 inherent bonus, starting con 20, enhancement bonus +6, +4 defensive stance = 36? Or are you including level increases as well?

I'd probably put some of the level increases in con so that eventually you have a non-magical con of somewhere in the 21 to 25 range (so the epic feats that are extrordinary still work even in an anti-magic field).

Tom

The Souljourner said:
Technically you could enter DD at level 10, with 8 PsyWar and 1 fighter, take the other fighter level later. But yeah, I know what you mean. Characters created at higher levels don't have to worry about the effort of getting to the level they're at, so they can make what would otherwise be somewhat suboptimal choices in order to be better in the end.

I was working out the character last night, and realized I'm going to have on the order of 380 hitpoints with average rolls... good lord. I guess that's what happens when you can get 36 CON at level 20. man, dwarves are cool :)

-The Souljourner
 

Starting Con 20, +5 for levels, +5 inherent, +6 enhancement = 36 :)

I'm actually considering putting a couple of those level-based increases in strength, since it boosts attacks as well as improved biofeedback.

Am I wrong in assuming inherent bonuses stay around in an antimagic field? I figured, once you read the book or get the wishes cast on you or whatever, that the bonuses are just there.

And BTW, PsyWars get d8's, but yeah, it's still right around there. Don't forget toughness ;)

-Nate aka The Souljourner
 

I've always figured that Inherent Bonuses go away in an anti-magic field, since they are the result of powerful magic. But, now that you mention it, the rules are ambiguous and the PHB doesn't say what happens to inherent bonuses in an anti-magic field.

I guess it depends. If the Inherent Bonus is "super-natural" it goes away.

On the other hand, a Wall of Stone created through magic, remains in a anti-magic globe.

Tom

The Souljourner said:
Starting Con 20, +5 for levels, +5 inherent, +6 enhancement = 36 :)

I'm actually considering putting a couple of those level-based increases in strength, since it boosts attacks as well as improved biofeedback.

Am I wrong in assuming inherent bonuses stay around in an antimagic field? I figured, once you read the book or get the wishes cast on you or whatever, that the bonuses are just there.

And BTW, PsyWars get d8's, but yeah, it's still right around there. Don't forget toughness ;)

-Nate aka The Souljourner
 

Fast Healing is a must, as it will take a lot of preassure of the Cleric. looking at it, I think the best way to go is to take healing and DR in about equal measures, maybe a little heavy in DR. Thats from the stand point of staying ahead of the curve vs what you will be facing. Lots of other good suggestions above, too hard to choose. Definatly need more levels in Fighter.:D


Ohh. Inherent would stick around all the time, as it come from instantaneous effects. I assume you're talking about things like a wish spell or a Tomb of Cool! Look also at the Forsaker. They get Inherent bonuses as well, and they are magic free.
 
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Honestly, I'm not sure multiple Fast Healing feats are very useful for a Dwarven Defender.

I think you need to take one Fast Healing feat as an epic feat, to let yourself heal 3 points every round. This allows you to heal 300 hit points in about ten minutes, even if you are in an anti-magic field.

Additional Fast Healing feats I wouldn't bother with.

As a Dwarven Defender, I hardly ever take damage that requires healing during the adventure.

Remember, your Dwarven Defender (especially an Epic Dwarven Defender) will have the highest AC, the highest hit points, and the highest DR of anyone in the party.

So, by the time he is knocked down to low hit points, probably the rest of the party is dead or the Big Bad Monster was focusing on the Dwarven Defender, in which case the Monster should die to the rest of the party's missiles and magic.

Even if, as is likely, the Dwarven Defender becomes the "point of attack" and the rest of the party is hiding behind him and relying upon missiles and magic.

By the way, this is a very effective combination. My usual party has 1 Dwarven Defender, two archers, and three spell casters.

Tom


Jondor_Battlehammer said:
Fast Healing is a must, as it will take a lot of preassure of the Cleric. looking at it, I think the best way to go is to take healing and DR in about equal measures, maybe a little heavy in DR. Thats from the stand point of staying ahead of the curve vs what you will be facing. Lots of other good suggestions above, too hard to choose. Definatly need more levels in Fighter.:D


Ohh. Inherent would stick around all the time, as it come from instantaneous effects. I assume you're talking about things like a wish spell or a Tomb of Cool! Look also at the Forsaker. They get Inherent bonuses as well, and they are magic free.
 

James - very cool idea... the problem is that as an 8th level psychic warrior, I only get 1 3rd level power, and it pretty much has to be improved biofeedback. And going up to 9th level psychic warrior loses me a fighter feat and an attack bonus... I just don't think it's worth it, given that my waraxe will generally be at +5 to hit and +6 to average damage over the claws (assuming focus and specialization in both).

Except that you don't lose a feat, because you don't have to use a feat on EWP: Dwarven Axe.

The DWA does 1d10 + str x 1.5 vs the Claws doing 1d8 + str. Depending on your strength, that could definitely be 5 or 6 points damage difference. However, if you drop the level one fighter (losing great cleave in the process) you can replace it with a level of Ranger. Then you'll be getting an additional claw attack, healing even more.

If you have access to a druid (or get yourself some use magic (psionic) device, then getting Greater Magic Fang scrolls will boost that damage up more. Alternatively, talk the party wizard / Cleric into developing an epic spell that can make you claws +6 or +7.

The party in my RttToH game is abou to go epic. I'm looking forward to seeing what all they can do. They can already do a lot without epic levels. :eek:
 

Get the boots of striding and springing as suggested, drop your Speed of Thought feats, and take Inner Strength and Talented. They're basically worthless in and of themselves, but they enable you to use your new feat to take Trigger Power (Improved Biofeedback). Since it's a 3rd level power, if you can make a DC 17 Strength check, you can manifest it for free :)

If you ever intend to finish out your PsyWar progression, pick up Psychofeedback along the way. It allows you to burn PPs to increase your stat mods, with no cap. Duration sucks and it is extremely expensive, so it isn't very effective unless you have at least 100+ PPs.
 

James McMurray said:
Except that you don't lose a feat, because you don't have to use a feat on EWP: Dwarven Axe.

The DWA does 1d10 + str x 1.5 vs the Claws doing 1d8 + str. Depending on your strength, that could definitely be 5 or 6 points damage difference.

I was just counting the enhancement bonus. Problem with natural weapons is damage reduction. It's possible there will be a druid in the party, but doubtful. So, that pretty much nixes it right there. And I'm planning on using the DWA one handed, so only 1x str mod.

So.... yeah. Really cool idea, and I think if I could give myself an enhancement bonus on my attacks, I'd be all for it. But I can't, so... DWA is just better. Besides, I'm going to have DR 6/- and 380 hitpoints... Who needs healing? ;)

-The Souljourner
 

I'll just post one mor thing, then I'll drop it. I just really like the idea of the Claws / Feedback combo.

You can get Use Magic Device and then buy scrolls of Greater Magic Fang to use yourself.
 

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