Level 10 Half Dragon Character Help

roushguy

First Post
i am making a level 10 half dragon with a +6 belt of strength and was wondering on ideas for feats. his stats are:
Str:32
Dex:18
Con:20
Int:20
Wis:10
Cha:12
(yeah, i got luck on the rolls. really lucky. 5d6 method.)
 

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This character is obviously built for front-line smack-down.

You may want to focus on reducing weaknesses rather than exploiting strengths. For example, if you get charmed or dominated, the rest of the party is in BIG trouble.

Think about it.

If you are allowed to do so, switch Int and Wis. You really, really need a better Will save.
 

fighter. sorry.
hes also a gold dragon, and therefore lawful good.

id change them, but then he wouldnt get as many bonuses to smithing, which i was hoping to make his profession.
 
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roushguy said:
fighter. sorry.
hes also a gold dragon, and therefore lawful good.

id change them, but then he wouldnt get as many bonuses to smithing, which i was hoping to make his profession.

Okay, a level 10 fighter. That gives him 10 feats to play with. 11 feats if the base race is human.

Power Attack, Cleave, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Improved Critical. There, that takes care of six feats.

But what weapon should you focus and specialize with? Well, with that high strength you can afford to give up some base damage. I'd suggest the Spiked Chain.

Exotic Weapon Proficiency: Spiked Chain
Combat Expertise
Improved Trip
Combat Reflexes

And if you have an Extra human feat to get one of the above feats earlier: Great Cleave.

I think that would give you some nice combat options.
 

wolfwood2 said:
id change them, but then he wouldnt get as many bonuses to smithing, which i was hoping to make his profession.

I second the switch. I know how cool it is to have a blacksmith character, but if your powerful Half-Dragon gets dominated, and is forced to say, unleash a full attack option at a caster, is some smithing abilities really worth a fellow PC's life? Granted, at that level, you guys probably have access to some sort of resurrection magic, but it's still not that great, as others will be taking XP penalties. If you're not willing to switch 'em, at least take the Iron Will feat, and anything else that improves saves via mind-affecting stuffs. *nod*

Other than that, I actually second the spiked chain build. If you want even more damage, replace it with a great sword, but then you'd lose out on reach. it's all up to how you want to play 'em. ;)
 

Artoomis said:
If you are allowed to do so, switch Int and Wis. You really, really need a better Will save.


I definitely agree with this. Low will save for the party tank really sucks!
 

Power Attack
Cleave
Great Cleave
Weapon Focus (Claw)
Weapon Specialization (Claw)
Improved Natural Attack (twice; Claw for 1d8)
Multi-Attack
Improved Multi-Attack
Combat Reflexes
Exotic weapons Prof (Bastard sword)


I'd check with the DM first to see if they'll allow you to wear items that improve your claws first. If so, you have 3 weapons that cannot be disarmed (or, technically, sundered) as well as two extra attacks for no penalty (1d6+5 bite and 1d8+7 claw) provided you use a one handed weapon as your primary.

4 attacks of 1d10+13, 1d810+13, 1d8+7, and 1d6+5 (+22, +22, +22 , and +16 to hit) at 10th level ain't that bad. Minimum damage of 42 if all the attacks hit.
 
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With those kinds of stats it doesn't matter much. Be sure to pick a class with full BAB to counteract the ECL, grab a greatsword, as much armor as possible and you'll be just fine.


In fact unless the other fighting PC's in the group rolled the same kind of crazy stats, you will absolutely dominate melee combat. Maybe even to a point where it might be a problem to find opponents that can challenge your character, and yet not be a more than deadly threat to the rest of the partys meleers.
 

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