Martial Power and Races: Dwarves and Halflings

Dwarves

Paragon Paths:

Dwarven Defender(Fighter)--This is the only PP Dwarves get in this book, and it really isn't earth shattering. You get some push type abilities, and defense boosts to yourself and allies, but overall looks less interesting than Iron Vanguard, Kensei, or Pit Fighter

Feats: Fighter--Dwarf Fighters get nice candy

(Heroic)Devoted Challenge--This essentially gives you a third at-will attack that deals extra damage equal to your Wis modifier to marked enemies. I can't see why you wouldn't take this feat.
(Heroic)Dwarf Stoneblood--Increases temp HP from Battlerager Vigor by 50%. I'm not so sure on this one, it doesn't really scream "take me".
(Paragon)Enduring Wallop--Whenever you hit with a Fighter Daily using an Axe, Hammer or Pick, you deal or increase ongoing damage equal to your Con mod. A nice pickup.
(Paragon)Stonefoot Reprisal--when an enemy pushes or slides you, you get an opportunity attack that also negates the forced movement. This is pretty good.

Feats: Ranger--Just one feat that is decent but very specific

(Heroic)Thundertusk Companion--A boar animal companion gains a pile of free HP. Beastmaster Rangers should probably take this.

Feats: Rogue--One standout, game changing feat

(Heroic)Dwarf Trapsmith--You are the god of dealing with locks/traps. I'm not sure if this is overkill.
(Heroic)Tunnel Stalker--You can treat one handed Axes, Picks, and Hammers as Light Blades for Rogue powers, at the cost of one less Sneak Attack die. Waraxe anyone?

Feats: Warlord--Why aren't you a Cleric?

(Heroic)Bolstering Inspiration--When using Inspiring Word on an adjacent target, give back +Wis to HP or grant a save. Not terribly bad for what it is.
(Paragon)Steadfast Tactics--Inspiring Word grants forced movement resistance until end of combat. Neat, but unnecessary.

Feats: Any Martial

(Epic)Stoneheart Warrior--Second Wind as free action. I don't see the need for this, as Fighters usually have a spare minor action.


Halflings

Paragon Paths

Halfling Bounder(Fighter)--Makes for a very mobile Fighter, and while not powerful, its abilities look fun and interesting.

Halfling Quickblade(Rogue)--You'd think this would be better than Daggermaster or Shadow Assasin. You'd be wrong. It basically focuses on hitting first and hitting hard, but isn't really special.

Feats: Fighter--Don't expect much

(Heroic)Halfling Stalwart--Bonus to attack rolls against marked enemies of large or larger size. Situational, but attack bonuses are precious.

Feats: Ranger--Nothing earth shattering

(Heroic)Nimble Companion--Beast gets +2 vs Opportunity attacks. Probably better things to take.
(Paragon)Halfling Beast Mastery--Beast gets its very own Second Chance power. Not bad.

Feats: Ranger or Rogue

(Heroic)Lucky Skirmisher--Enemies roll twice to hit you and take lower result on opportunity attacks when you run. Nothing Special

Feats: Rogue--These should be better

(Heroic)Ankle Cutter--Can trade Sneak Attack damage to slow large or larger enemies. I'd rather deal the damage.
(Paragon)Avandra's Gift--When you use Second Chance, you gain combat advantage on next attack before end of next turn. Might be useful sometimes, but probably better things to take.

Feats: Warlord--One feat, and its half decent.

(Heroic)Bold Command--Allies get +1 to attack enemies who miss you when you put yourself at risk with Bravura Presence. Halflings and Bravura Warlord are a decent fit, so this could work.

Feats: Any

(Epic)Fortune's Warrior--Same as Avandra's Gift(look at Rogue feats) but for all Martial classes. Even less useful to classes not dependant on combat advantage.
 

log in or register to remove this ad


Feats: Fighter--Dwarf Fighters get nice candy

(Heroic)Devoted Challenge--This essentially gives you a third at-will attack that deals extra damage equal to your Wis modifier to marked enemies. I can't see why you wouldn't take this feat.
(Heroic)Dwarf Stoneblood--Increases temp HP from Battlerager Vigor by 50%. I'm not so sure on this one, it doesn't really scream "take me".
(Paragon)Enduring Wallop--Whenever you hit with a Fighter Daily using an Axe, Hammer or Pick, you deal or increase ongoing damage equal to your Con mod. A nice pickup.

Those are... impressive. Are any of the other race-specific Fighter feats this good, or has WotC just made dwarves with hammers the unequivocally best fighters in the game?

How does Devoted Challenge work? Does it give you a new power, increase damage on basic attacks, or what?
 

Those are... impressive. Are any of the other race-specific Fighter feats this good, or has WotC just made dwarves with hammers the unequivocally best fighters in the game?

How does Devoted Challenge work? Does it give you a new power, increase damage on basic attacks, or what?

I'm going to try to do this for the 10 races in Martial Power, so be patient. I will say that Tiefling Fighters get an incredible feat.

As for Devoted Challenge, you add Wisdom modifier to damage rolls on basic attacks against enemies you've marked.
 

Those are... impressive. Are any of the other race-specific Fighter feats this good, or has WotC just made dwarves with hammers the unequivocally best fighters in the game?

Well, keep in mind dwarves don't get a boost to Str, and favor lower proficiency weapons... but man, I do have to say that these are some very nice abilities. I don't think they are by any means suddenly the best fighters in the game, but they just became very competitive with a lot of the other top choices, and that's an impressive accomplishment on its own!
 

Well, keep in mind dwarves don't get a boost to Str, and favor lower proficiency weapons... but man, I do have to say that these are some very nice abilities. I don't think they are by any means suddenly the best fighters in the game, but they just became very competitive with a lot of the other top choices, and that's an impressive accomplishment on its own!

While Dwarves don't get +2 Strength, they can easily still achieve 18 Strength without sacrificing much. Using the 18/13/13/10/10/8 and 18/14/11/10/10/8 they can get 18 Strength along with 15/15 16/13 or 13/16 Constitution and Wisdom, which are all very respectable stat arrays.
 

While Dwarves don't get +2 Strength, they can easily still achieve 18 Strength without sacrificing much. Using the 18/13/13/10/10/8 and 18/14/11/10/10/8 they can get 18 Strength along with 15/15 16/13 or 13/16 Constitution and Wisdom, which are all very respectable stat arrays.
They can also start with a 17 Str and 16/16 in Con & Wis, or 16 Str 18 Con 14 Wis. With their minor action second wind and the Battlerager Vigor build they are extremely tough. Dwarven weapon training gives them automatic proficiency with some great superior hammers from AV, and one of the new fighter at-wills gives +2 to hit and +Con mod damage with hammers and axes (albeit at the cost of giving the target combat advantage against you). At 11th level, when they can take hammer rhythm and uncanny dodge, they become even better at dealing damage. Enduring wallop makes this even better.
 

So, to sum up the Halfling; getting the shaft. I think this may be related to Rogues seemingly getting the shaft as whole, based on what has been revealed. It's rough out there for a little guy.
 

Rogues - with thier +1 to hit with (+3 prof) daggers and multitude of non-AC-defense-targetting attack powers (not to mention Daggermaster) - have nothing to complain about.
 


Pets & Sidekicks

Remove ads

Top