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Gaming W/Jemal: War of Gods
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<blockquote data-quote="Jemal" data-source="post: 5563301" data-attributes="member: 9026"><p>OK, first off your DR: Armour specialization and Adamantine armour won't stack with the natural armour bonuses granted by Defender and Epic Feats. By my math your DR should be 21/Epic (12 for Dwarven Defender, +9 from 3X Epic feat)</p><p></p><p>Feats: Some suggestions could be Shield Spec/Shield Ward, and/or Slashing Fury. Also, where are those racial feats from and what do they do?</p><p></p><p>If you want to increase your AC, you should invest in Combat Expertise/Improved Combat Expertise, and adding Defending to your weapon. I'd also suggest throwing some Cross-class skill points into Tumble to increase your Defensive Fighting ability. If you do go that route </p><p></p><p>I was going to suggest dropping some of the Dwarven Defender levels to get Epic Fighter for more Epic Feats, but if you're still intent on maximizing your Damage Reduction, then it's not worth it.</p><p></p><p>Equipment: </p><p>I'd suggest buying Boots of Swiftness: Double speed to help you get where you're going before activating your defensive stance, +20 tumble, and Haste 3/day for 20 rounds each(In addition to your 5 rounds/day from Blinding Speed). </p><p></p><p>Since the adamantine won't stack for DR, I'd suggest altering your Full Plate into Mithril, to increase your Max Dex to +3.</p><p>Also, +10 dex added onto your belt of str isn't allowed, I specified no slot-swapping, and Dex is not a 'belt-slot' item. Beyond that, it's kinda pointless to be spending so much on it when A: You can use gloves to save half a million, and B: You don't really need an Epic enhancement to dex, you're not really using it for anything, and you easily meet your Max Dex without it. My suggestion would be to just get the +6 from the boots of swiftness. </p><p></p><p>Weapons: </p><p>I'd drop the Flaming on your bow, b/c at this level although things aren't going to be IMMUNE to everything, there's a VERY high chance of elemental resistances, so the 1d6 fire damage won't be very useful. I'd make similar suggestions for your Greataxe(Thundering, Shocking Burst) and Guisarme(Corrosive, Icy Burst), though it's your call.</p><p></p><p>On the other hand, I do have some suggestions that might help:</p><p>For the bow, I'd suggest dropping Keen and/or Seeking to keep it non-epic in cost if you want to add one or more of these:</p><p>Force: +2 enhancement, turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance.</p><p>Dessicating: +1 enhancement, deals +1d4 damage to living creatures(1d8 to plant/water)</p><p>Dessicating burst: +1 enhancement, adds onto desicating, extra damage on crits.</p><p>Psychokinetic: +1 enhancement, +1d4 force damage</p><p>Psychokinetic Burst: +1 enhancement, adds onto Force, extra damage on crits.</p><p>Vampiric: +2 enhancement, melee only, +1d6 damage, Heals wielder same amount.</p><p>Vicious: +1 enhancement, melee only, +2d6 damage, Wielder takes 1d6 damage.</p><p></p><p>And finally, the most important part : Threat Generation. You're essentially playing a defensive Tank character, but how do you plan on getting the badguys to attack you? </p><p>The only thing I can think of off the top of my head is the Goad feat from complete Adventurer, but it's got a couple downsides. First is that it's mind-affecting, second is that you have to be in threatened range of the target to begin with, third is that it's a Will save DC 10 + 1/2 lvl + CHARISMA (And you aren't exactly a charisma character).</p><p>We're still working on other options.</p></blockquote><p></p>
[QUOTE="Jemal, post: 5563301, member: 9026"] OK, first off your DR: Armour specialization and Adamantine armour won't stack with the natural armour bonuses granted by Defender and Epic Feats. By my math your DR should be 21/Epic (12 for Dwarven Defender, +9 from 3X Epic feat) Feats: Some suggestions could be Shield Spec/Shield Ward, and/or Slashing Fury. Also, where are those racial feats from and what do they do? If you want to increase your AC, you should invest in Combat Expertise/Improved Combat Expertise, and adding Defending to your weapon. I'd also suggest throwing some Cross-class skill points into Tumble to increase your Defensive Fighting ability. If you do go that route I was going to suggest dropping some of the Dwarven Defender levels to get Epic Fighter for more Epic Feats, but if you're still intent on maximizing your Damage Reduction, then it's not worth it. Equipment: I'd suggest buying Boots of Swiftness: Double speed to help you get where you're going before activating your defensive stance, +20 tumble, and Haste 3/day for 20 rounds each(In addition to your 5 rounds/day from Blinding Speed). Since the adamantine won't stack for DR, I'd suggest altering your Full Plate into Mithril, to increase your Max Dex to +3. Also, +10 dex added onto your belt of str isn't allowed, I specified no slot-swapping, and Dex is not a 'belt-slot' item. Beyond that, it's kinda pointless to be spending so much on it when A: You can use gloves to save half a million, and B: You don't really need an Epic enhancement to dex, you're not really using it for anything, and you easily meet your Max Dex without it. My suggestion would be to just get the +6 from the boots of swiftness. Weapons: I'd drop the Flaming on your bow, b/c at this level although things aren't going to be IMMUNE to everything, there's a VERY high chance of elemental resistances, so the 1d6 fire damage won't be very useful. I'd make similar suggestions for your Greataxe(Thundering, Shocking Burst) and Guisarme(Corrosive, Icy Burst), though it's your call. On the other hand, I do have some suggestions that might help: For the bow, I'd suggest dropping Keen and/or Seeking to keep it non-epic in cost if you want to add one or more of these: Force: +2 enhancement, turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance. Dessicating: +1 enhancement, deals +1d4 damage to living creatures(1d8 to plant/water) Dessicating burst: +1 enhancement, adds onto desicating, extra damage on crits. Psychokinetic: +1 enhancement, +1d4 force damage Psychokinetic Burst: +1 enhancement, adds onto Force, extra damage on crits. Vampiric: +2 enhancement, melee only, +1d6 damage, Heals wielder same amount. Vicious: +1 enhancement, melee only, +2d6 damage, Wielder takes 1d6 damage. And finally, the most important part : Threat Generation. You're essentially playing a defensive Tank character, but how do you plan on getting the badguys to attack you? The only thing I can think of off the top of my head is the Goad feat from complete Adventurer, but it's got a couple downsides. First is that it's mind-affecting, second is that you have to be in threatened range of the target to begin with, third is that it's a Will save DC 10 + 1/2 lvl + CHARISMA (And you aren't exactly a charisma character). We're still working on other options. [/QUOTE]
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