Level 10 Half Dragon Character Help

It might be worth it to set up for Exotic Weapon Master to get Uncanny Blow. When you have a huge STR mod, getting 2x instead 1.5x is well worth the loss of base damage going from a greatsword to a bastard sword.

Spiked Chain is another good pick, since it let's you get the most out of your high stats.

You don't need a huge modifier to be an effective smith. On the other hand, you can use that INT score to power many feats.

Spiked Chain is another good choice.

Spend a feat on Iron Will. Alternatively, if you can use PHB2 stuff and the DM permits (I wouldn't), take Endurance and the feat that lets you use Con instead of Wis on Will saves. Giving up Imp Critical or Great Cleave would be worth it to increase your save.

One of the feat combos that let's you take AoO when attacked might also be good. There's Karmic Strike from Complete Warrior. You don't have the BaB for Robilar's Gambit in PHB2, but you can set up for it by taking Combat Reflexes now.
 

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Kularian said:
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*

Actually, he's a bit safer from Dominate Effects than most. Remember that his type is Dragon, not Humanoid. Only Dominate Monster or effects that can mimic it will get him, not mere Dominate Person. Same goes for Charms. (Though that's less of a problem in terms of attacking party members.)

I'd actually support leaving the Will save low. Everybody needs a weakness, right? The melee monster will probably annoy the other players a good deal less if he's not too invulnerable.
 



The new revised suggestion:

Storyteller01 said:
Power Attack
Cleave
Great Cleave
Weapon Focus (Bastard Sword)
Weapon Specialization (Bastard Sword)
Improved Natural Attack (twice; Claw for 1d6 and bite 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+5 claw) provided you use a one handed weapon as your primary.

4 attacks of 1d10+13, 1d10+13, 1d6+5, and 1d8+5 (+22, +22, +21 , and +16 to hit) at 10th level ain't that bad. Minimum damage of 42 if all the attacks hit.


Taking bastard sword gives you a greater damage with 3.5 PA if it's needed, and you'll still get the bite attack. Multiple attacks for mooks, power attack for those hard to kill BBEG's.
 
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Here is an odd idea, pick up EWP (Harpoon) and Brutal Throw in addtion to focuing on a melee weapon.
Harpoon– The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attacked to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land. Even with the Exotic Weapon Proficiency (harpoon) feat, creature smaller than Medium take a –2 penalty on their attack rolls due to the harpoon’s weight and bulk. If it deals damage, the harpoon lodges in an opponent who fails a Reflex save against a DC equal to 10 + the damage dealt. The harpooned creature moves at only ½ speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned creature can only move within the limits that the rope allows (the trailing rope is 30 ft. long). If the harpooned creature attempts to cast a spell, it must succeed on a Concentration check (DC 15) or fail, losing the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.
15g, 1d10/x2; 30 ft range increment; 10 lbs.; Piercing damage.
The most recent publication of this weapon is found in Frostburn.
Now you can play with all those pesky flying critters or damn fools who just cant seem to get it in their head that they should just stick around and play like nice xp bags.
 


10 levels without the LA. :D
also, i was thinking of taking a few metabreath feats, and my DM is letting my character kind of "shed"... that is, after i get some levels, i get bigger. im already large, and huge comes at 15th level. what feat allows for 2x twohander damage and what are its requirements? i like the way this sounds... :]
 

There's a trick in the exotic weapon master prestige class (Complete Warrior). Can't recall what it's called though. IIRC - it needs to be with a 'hand and a half' weapon - bastard swords and waraxes - can't think of any others off the top of my head.

I'd go with a katana myself - think the traditional phrase was "It's got a dragon ON THE BLADE!" - think you have free license to turn this around? :)
 

i am using a +1 keen vorpal greatsword and i am wearing mithral full plate for an AC of 24 (8 for the plate, 3 dex, 4 nat armor, -1 size.) were doing a campaign where dragonkilling is critical, and almost like politics. see, dragons control every city. they then tell people what to do. adventurers are sneered and looked down upon, but in reality, they are nearly worshipped because they can kill the dragons.
 

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