Opinions on my Dwarven Defender?

Kwyn

First Post
Greetings.

I was hoping I could get some opinions on a character I'm working on in our all-dwarf campaign. I've posted this on another board, but I wanted to get as much input as possible, so thanks for indulging me.

Permitted materials - 3.5 PHB, 3.5 DMG, Complete Warrior

So, that leaves me unable to take feats like Jotunbrud or Wolf-Berserker along with any of the old splats, OA, or FR materials.

My character is currently a Ranger 2/Fighter 2 and I can't change these levels. Likewise, I can't change my stats at first level.

I just received enough exp to go up to 4, but I haven't done so yet.

My planned stat progression is as follows
Code:
      Lvl 1   Lvl 4   Lvl 8   Lvl 12  Lvl 16  Lvl 20

Str	17	18	18	19	20	20
Dex	15	15	16	16	16	16
Con	20	20	20	20	20	20
Int	15	15	15	15	15	15
Wis	11	11	11	11	11	12
Cha	7	7	7	7	7	7

I could get a 22 str if I sunk every point into it, but I'm hoping the 1 point to Dex (taking it to 16) will payoff with my Combat Reflexes (we get swarmed a lot). Likewise, a lot of my skills and obviously my will save, would be helped by the +1 Wis, even if it's level 20 when I get it.

We use what I think is the RPGA HP method. Half the hit die +1 for each level in case you were wondering about that column.

Ok. Here's the rest of the progression

Code:
Level	Class	BaB	        HP	Fort            Ref         Will       Skill	Feat	       Bonus
									
1   Rng 1	+1	        8	+2	        +0          +0	       32	Dodge	       Track
2   Ftr 1	+2	        6	+2 (+4)	        +0 (+2)     +0	        4		       Ex Weap (Chain)
3   Ftr 2	+3	        6	+1 (+5)	        +0 (+2)     +0	        4	Toughness      Combat Expertise
4   Rng 2	+4	        5	+1 (+6)	        +1 (+3)     +0	        8		
5   Rng 3	+5	        5	+0 (+6)	        +0 (+3)     +1	        8		       Endurance
6   Fgt 3	+6/+1	        6	+0 (+6)	        +1 (+4)     +1 (+2)	4	Improved Trip	
7   Fgt 4	+7/+2	        6	+1 (+7)	        +0 (+4)     +0 (+2)	4		       Combat Reflexes
8   DD 1	+8/+3	        7	+2 (+9)	        +0 (+4)     +2 (+4)	4		
9   DD 2	+9/+4	        7	+1 (10)	        +0 (+4)     +1 (+5)	4	Power Attack	
10  DD 3	+10/+5	        7	+0 (+10)	+1 (+5)     +0 (+5)	4		
11  DD 4	+11/+6/+1	7	+1 (+11)	+0 (+5)	    +1 (+6)	4		
12  DD 5	+12/+7/+2	7	+0 (+11)	+0 (+5)	    +0 (+6)	4	Cleave	
13  DD 6	+13/+8/+3	7	+1 (+12)        +1 (+6)	    +1 (+7)	4		
14  DD 7	+14/+9/+4	7	+0 (+12)	+0 (+6)	    +0 (+7)	4		
15  DD 8	+15/+10/+5	7	+1 (+13)	+0 (+6)	    +1 (+8)	4	Mobility	
16  DD 9	+16/+11/+6/+1	7	+0 (+13)	+1 (+7)	    +0 (+8)	4		
17  DD 10	+17/+12/+7/+2	7	+1 (+14)	+0 (+7)	    +1 (+9)	4		
18  Rng 4	+18/+13/+8/+3	5	+1 (+15)	+1 (+8)	    +0 (+9)	8	Elusive Target	
19  Fgt 5	+19/+14/+9/+4	6	+0 (+15)	+0 (+8)	    +0 (+9)	4		
20  Fgt 6	+20/+15/+10/+5	6	+1 (+16)	+1 (+9)	    +1 (+10)	4	Improved Disarm

We use what I think is the RPGA HP method. Half the hit die +1 for each level in case you were wondering about that column.

The Spiked Chain/Tripping route may or may not be uncommon for Dwarven Defender builds. I don't really know. In any event, with the Defensive Stance ability limiting my mobility, I thought the Chain would help me widen my area of control while still getting all the nifty bonuses from the stance. Certainly Power Attack and Cleave were delayed longer than I would have liked, but I thought getting the chain up and running early was more beneficial.

Elusive Target is one of the new "Tactical Feats" from Complete Warrior. It allows 3 different "combo moves". It allows for neat things like negating an opponents power attack, forcing your opponents to attack each other when they flank you and get free trip attempts when an opponent misses an attack of opportunity on you. Very nice imo. In fact, I may switch places on Combat Mobility and Elusive Target for Power Attack and Cleave.

I never would have taken Mobility with this character except it was a pre-req for Elusive Target. It certainly helps out that feat though, so I don't begrudge it. Likewise, I might not have proceeded down the Elusive Target path at all if I hadn't been required to take Dodge for the Dwarven Defender.

So, does anyone have any suggestions? We only had one "skill" person in the group, so I thought the Ranger would give me some versatility. We didn't have a tracker and the Ranger gets the Endurance feat which is a pre-req for the Dwarven Defender, so I thought it worked out OK to go the Ranger/Fighter route.

I could certainly use help with that level 20 feat.

Thanks to everyone in advance for any advice or opinions they might have.
 

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I always take Improved Initiative whatever I play. It´s good to do stuff before your opponent. In your case I would consider Ironwill.
This is the most obvious stuff,but it´s not bad :)

Asmo
 

I would recommend Improved Initiative as well. If you can act before the others you can move to a strategic spot and the defend it.
 

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