Allright Fenris, here's my suggestions. I apologize for the monstrosity I have created, but I think you'll find it both enjoyable and Effective.
Very cool, I was worried about being about to trip very big things. But if I can trip THAT thing, well then....Now, why did we make you a Tripper? B/C you needed a way to get the opponents attention. As a less-mobile tank type, you need to bring the baddies to you. With reach and trip, you have a way of provoking them into focusing on you instead of running off chasing your speedy allies.
Just for the record, you can trip nearly anything in the MM/ELH with a better than 50% chance. Including [sblock=THIS]
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Please note those things flying around it are DRAGONS.[/sblock]
Thank you for this, on first read through very little of this made sense. I wasn't familiar with most of them and can read up on them. But yeah I will do those minor tweaks and find some fun stuff for the remainder of my gold. Thanks Jemal!A lot of the equipment we gave you is from MIC, below is a list of the relevant items and what they do:
[sblock=EQUIPMENT BONUSES FROM MIC]
Armbands of Might: 4,100gp; +2 str checks/skills, Power attack +2 dmg(Minimum -2 atk)
Belt of Battle: 12,000 GP; 3/day: (1charge=move, 2 charge=standard,3 charge=Full)
Bracers of Opportunity: 2,300 GP; 2/day Additional AoO.
Brute Gauntlets: 500 GP; 3/day Morale bonus to Str checks/skills (1 = +2, 2 = +3, 3 = +4)
Counterstrike Bracers: 2,500 GP; 2/day Free AoO when opponent misses you in melee.
Gauntlets of Weaponry Arcane: 6,000 GP; wielded weapon overcomes DR silver&Magic
Greatreach Bracers: 2,000 GP; 3 rounds/day Extend reach by 10'
Helm of Battle: 2,000 GP; 3/day +2 Attack or Ability check for combat manuever.
Reciprocal Bracers: 5,000 GP; 2/day when crit/sneak attacked, next attack auto-threats
Steadfast boots: 1,400 GP; 2-handed weapon in hand always treated as set vs charge.
Strongarm Bracers: 6,000 GP; Wield weapons as if you were 1 size category larger.
Torc of the Titans: 3,300 GP; +5 morale bonus to str checks/skills/melee damage 3 rounds/day
Crystal Mask of Mindarmor: 10,000 GP; +4 Insight bonus to Will Saves
Weapon Crystal: Greater Truedeath: 10,000 gp; +1d6 dmg vs Undead, Can Crit Undead, Ghost Touch.
weapon enhancements:
Force: +2 enhancement; turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance.
Blur Strke: +2 enhancement; 10/day first attack in a round strikes flat-footed AC.
Shadow Strike: +5,000 GP; 1/day add 5' to reach for single attack, target is denied dex.[/sblock]
NO, Just AC.On that point does the Max dex from armor limit DEX for everything? Ref saves, Init and ranged attacks as well as AC?
Forgot about the int 13, but thats easily fixed with an item or book. I wouldn't suggest taking points out of anything else for it.All kinds of awesome. I never though to take Defender farther than 20th. A few minor quibbles I will fix. I need a 13 Int for Combat expertise.
Dwarven defender notes that the AC bonus maxes at +4 at 10th lvl, and the Epic progression doesn't show it continuing (It only continues the Defensive stance and Damage Reduction).And the defender AC bonus for 30th level is +10 as I calculate it, making AC 59. The super high DR makes up for a lot. I may have name this guy Timex
That and It needed to make way for more useful feats.Question: No cleave? With the iterative attacks probably I guess not neccesary?
Things that increase your reach don't just add the reaches together(10' reach+10'reach), otherwise a medium creature(5'reach) with a sword(5'reach) would have a 10' reach(?!?). Reach increases stack by subtracting 5 (so 10' reach means it Increases your reach by 5).Oh a few more questions: Enlarge person gives me a 10ft reach, as does the greatreach bracers, shouldn't that be 20ft?
why a halberd? why not a reach weapon? And should I take shorthaft?
Dharuhk - Character looks Great, just got a couple comments/questions:
A: What are you planning on storing in the Casters Gloves
B: Don't forget to post your race, I only figured out it was human after noticing the 'human bonus feat'.
C: Just checking my math here - The listed attacks are using your +5 Daggers, correct?
D: You have HD listed as 36d8 + 4d10 + 400, and HP listed as 744. My math says it should be 728.
NO, Just AC.
Forgot about the int 13, but thats easily fixed with an item or book. I wouldn't suggest taking points out of anything else for it.
Uh well according to the SRD it goes to +7 at 20th level so i assumed it would continueDwarven defender notes that the AC bonus maxes at +4 at 10th lvl, and the Epic progression doesn't show it continuing (It only continues the Defensive stance and Damage Reduction).
Things that increase your reach don't just add the reaches together(10' reach+10'reach), otherwise a medium creature(5'reach) with a sword(5'reach) would have a 10' reach(?!?). Reach increases stack by subtracting 5 (so 10' reach means it Increases your reach by 5).
The ironic part is that the listed reach I gave is still incorrect, b/c I forgot that Halberds weren't reach weapons, I thought it was and had meant to give it to you for the reach. With a Reach Weapon your reach should be 15' (10' large + 5 Reach weapon). Greatreach would increase it a few times a day.
I would suggest going with a Guisarme if you want reach, although it can't be set against a charge like the halberd, it CAN still be used to trip. (Speaking of your trip is +2 too high, I for some reason thought the Halberd gave a +2 bonus to trip. Apparently I was giving it FAR too much credit.. )
And no, shorthaft is not required, that's what the Armour Spikes are for.
Also, another note : All those items i listed from the MIC are allready on your character, just consolidated onto a couple items (all the bracers are on one bracer, etc, and I made the helm & mask into a single helm item.)
Oh, and the reason I gave you two gloves of storing was so you could store one weapon in each and call them forth as a free action as needed. "Huh need to shoot someone" *Bow* Oh, now they're coming close *stow bow, get halberd* Nobody will even know what kind of weaponry you use before you pull them out, unless they've seen you fight before.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.