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I need ideas for my character.

Knockdown requires improved trip which requires expertise which requires a 13 int. So the dwarf in question is ineligable. Otherwise, it'd be a great choice though.

I'd seriously consider weapon focus and specialization. Greataxe wouldn't be a bad choice as you already have a masterwork one. (I'd say heavy mace, since you've got a great heavy mace but it's not the best weapon you could use mechanically and you'll want a two handed weapon to take advantage of your high strength). You may not be able to use it all the time but when you do, +1 to hit and +2 to damage will make a difference.

I'd forget about dodge and mobility. Since you're using rhino hide armor, you don't have a significant armor class anyway so one point won't make much of a difference. Making your typical opponents go from needing a 9 to hit you to a 10 to hit you (typical opponent is assumed to be a troll and I'm guestimating your AC at 18) isn't much of a differnence in the amount of damage you take. (Although if your AC were higher, making your typical opponent need an 18 instead of a 17 to hit you reduces the damage you take by 25%).

I'd also forget about greater resiliency. Even if you take it, most opponents at your level dish out their damage in rather large chunks. If your foes take you down 30 hit points in three hits (Troll with claw/claw/rend and poor rolls), resiliency might effectively add 6 to 8 hit points. Against foes that do 20 points of damage per hit (other ftr/bbns for instance), it will probably amount to 4 to 6 hit points before you're unconscious. If you typically take small amounts of damage from many weak attackers, it would be advantageous, but against the kind of foes my characters of that level seem to face, Dwarf's toughness would probably be better.

Think about Iron Will (nobody has enough will save) and power lunge (double your strength bonus when you charge--combined with Rhino hide armor, this will make you deal out even sicker amounts of damge). If you pick up a glaive, you'll even usually avoid the AoO for power Lunge (since your opponent won't threaten you).

I'd also consider Combat Reflexes and Hold the Line. If you often take charges, this will allow you to get AoOs as if you had a reach weapon but you won't have to switch weapons (and consequently will be able to take more advantage of weapon focus, specialization, improved critical, and power critical later on).
 

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I would certainly stick with reach weapons and Combat Reflexes. I have a 6/5 Fighter/Barb in our campaign and he is a total room sweeper - of course he also has a bad case of the cleaves - both regular and great. High dex helps quite a bit. To me playing a character like this, having mobility and the ability to tie up spell casters (particularly making them cast on the defensive) is the only way to survive at higher levels. You will probably be able to soak a lot of damage from mooks as you progress, but you will be hurting for will saves. My character is a mage killer in almost any fight because he has to be. I have a low wisdom as well and a will save that is terrible. Hold person, charm spells and anything like that make my character (and any tank in a battle) a prime early target for the casters. But since I have light armor/no armor and tumble I can get at most caster and keep them within my weapon range (my casters buff me with barkskin and the like and I have mithril chain). And if any of the nasties come to help out, I get AoOs on most of them and of course, the opportunity to cleave doesn't hurt either.
 

I don't want to be tied to a particular weapon at all - so I don't like weapon focus and spec. Not with this guy at least, my other fighter was a archer and I didn't like not being able to switch weapons.

Power attack and sunder seems fun - and quite threatening against certain high-level foes. Improved Bull-Rush would be keen too.

From Kalamar I like the feat that always made you ready an action - that was nice. You can act at any point during the round and not lose init.

Another feat also let you count as size large for overruns - not terribly practical, but it fits my feral barbarian quite well.

Close Quarters fighting was one of my favorites from S&F. It gives you an AO against improved grab's and other "grapple" attempts like that. Swallowing, etc. Good and defensive.
 

You might also want to check out Power Lunge (S&F, I believe) as well. It isn't any kind of a huge damage hound, but it is an interesting flavor add for those wacky charging barbarians, rushing into the fight.
 

Power lunge doubles str damage on a charge. I have 17 which is a +3, two handed is +4 damage. I'd get +2 damage on charges, but provoke AO's. I'd also have to burn up two feats. Iron will sounds nice since I have a +0 will save currently... :)
 

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