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<blockquote data-quote="Gorgoroth" data-source="post: 5861701" data-attributes="member: 6674889"><p><strong>Dwarves are uber tough</strong></p><p></p><p>Here's a fun build for a dwarf paladin. It involves hybriding, but with ranger for extra damage. I found a number of nifty ways to get around the minor action economy issues and a little synergy with basic attacks and marking (via Ardent Strike and using a lot of melee basic attacks, many of which work on a charge), while still being very tough, and very capable in combat. </p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Golden Axe, level 6</p><p>Dwarf, Paladin|Ranger</p><p>Hybrid Paladin: Hybrid Paladin Will</p><p>Hybrid Ranger: Hybrid Ranger Reflex</p><p>Hybrid Talent: Paladin Armor Proficiency</p><p>Dwarf Subrace: Standard Dwarf Racial Traits</p><p>Background: Auspicious Birth (Auspicious Birth Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 21, Con 14, Dex 11, Int 8, Wis 14, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 18, Con 12, Dex 11, Int 8, Wis 13, Cha 10.</p><p></p><p>AC: 26 Fort: 18 Reflex: 16 Will: 16</p><p>HP: 59 Surges: 10 Surge Value: 14</p><p></p><p>TRAINED SKILLS</p><p>Athletics +9, Dungeoneering +12, Intimidate +8, Perception +10, Heal +10</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics -1, Arcana +2, Bluff +3, Diplomacy +3, Endurance +3, History +2, Insight +5, Nature +5, Religion +2, Stealth -1, Streetwise +3, Thievery -1</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Dwarven Weapon Training</p><p>Level 4: Master at Arms</p><p>Level 6: Battle Awareness</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Twin Strike</p><p>Hybrid at-will 1: Ardent Strike</p><p>Hybrid encounter 1: Hurling Charge</p><p>Hybrid daily 1: Driving Blades</p><p>Hybrid utility 2: Bless Weapon</p><p>Hybrid encounter 3: Hold Fast</p><p>Hybrid daily 5: Snarling Wolf Stance</p><p>Hybrid utility 6: Healing Lore</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Fighting Shield Heavy Shield (heroic tier), Dwarven Thrower Waraxe +2, Bloodiron Plate Armor +2</p><p></p><p>Just my take <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> btw, for level 6 death threat is good too, and later on I would grab Impending Doom style. </p><p></p><p>Round 1 : Hurling Charge -> charge -> replace with Ardent Strike, bam, you've hit the enemy with quarrying him and marking him the first turn. </p><p></p><p>If he tried to get away, whoops, -> Battle Awareness' MBA -> Hold Fast. stop right there, mister. Very cop/paladin like.</p><p></p><p>Round 2: Twin Strike until he's dead. Then Death Threat, charge the next guy, etc.</p><p></p><p>Maybe a Vanguard double axe would be good. But with Master at Arms, you gain decent possibility of being able to swap between Dwarven thrower Waraxe or Craghammer + Heavy fighting shield, and disappearing the fighting shield as a free action into your gloves of storing (once you can afford them). I didn't have enough cash for a neck slot item for now, but since you're so tough, I figured you can survive. Maybe level 8 take Superior Will after you bump Wisdom one more time, then at level 10 Impending Doom. </p><p></p><p>Level 11, for PP I'd grab Son of Mercy. For level 7 encounter I'd grab the very defendery flavored ranger power, Disruptive Strike.</p><p></p><p>So much goodness in this combo. But remember, bless weapon is mostly really good on a double axe, so I'd keep one as backup for when you're attacking tons of undead. Twin Strike + Bless Weapon + Double Axe = uber.</p><p></p><p>EDIT : I'd also like to note that marking is free with every purchase! of the MBAs granted by Snarling Wolf Stance. And once you're in Paragon, it makes sense to upgrade to a Sun Shield, which is an Axe type, then retrain Master at Arms into Axe Expertise. Or just ask your DM if there's such a thing as a +1/+2/+3/etc Sun Shield(s). That would rock you all the way up the levels, kind of your signature Dwarf Shield. wicked.</p><p></p><p>Edit : As much as I am loath to admit this, what would work even better as a defender, is Throw + Stab + Ardent Strike combo. That way, with Divine Challenge + Divine Sanction + Quarry, you can hurt + Mark two enemies each round, and be the most sprightly Dwarf on the battle field. Hold Fast for sticking one enemy where he is, while you shift + T&S the next two. , one of which at range. ahhh, so much good possibilities. Once you get into Paragon, by alternating targets back and forth, you can probably maintain two marks, one of which will probably always trigger, the other of which will be slowed enough so it can't even hit you or anyone else (terrain notwithstanding). The mind boggles at the prospect of such an insane vortex / maelstrom of marking + slowing doom. Some combos with hindering shield and craghammer + hammer feats would probably make it even more sticky + deadly by then. You just need to play test different things and retrain if you get bored with one tactic</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5861701, member: 6674889"] [b]Dwarves are uber tough[/b] Here's a fun build for a dwarf paladin. It involves hybriding, but with ranger for extra damage. I found a number of nifty ways to get around the minor action economy issues and a little synergy with basic attacks and marking (via Ardent Strike and using a lot of melee basic attacks, many of which work on a charge), while still being very tough, and very capable in combat. ====== Created Using Wizards of the Coast D&D Character Builder ====== Golden Axe, level 6 Dwarf, Paladin|Ranger Hybrid Paladin: Hybrid Paladin Will Hybrid Ranger: Hybrid Ranger Reflex Hybrid Talent: Paladin Armor Proficiency Dwarf Subrace: Standard Dwarf Racial Traits Background: Auspicious Birth (Auspicious Birth Benefit) FINAL ABILITY SCORES Str 21, Con 14, Dex 11, Int 8, Wis 14, Cha 10. STARTING ABILITY SCORES Str 18, Con 12, Dex 11, Int 8, Wis 13, Cha 10. AC: 26 Fort: 18 Reflex: 16 Will: 16 HP: 59 Surges: 10 Surge Value: 14 TRAINED SKILLS Athletics +9, Dungeoneering +12, Intimidate +8, Perception +10, Heal +10 UNTRAINED SKILLS Acrobatics -1, Arcana +2, Bluff +3, Diplomacy +3, Endurance +3, History +2, Insight +5, Nature +5, Religion +2, Stealth -1, Streetwise +3, Thievery -1 FEATS Level 1: Hybrid Talent Level 2: Dwarven Weapon Training Level 4: Master at Arms Level 6: Battle Awareness POWERS Hybrid at-will 1: Twin Strike Hybrid at-will 1: Ardent Strike Hybrid encounter 1: Hurling Charge Hybrid daily 1: Driving Blades Hybrid utility 2: Bless Weapon Hybrid encounter 3: Hold Fast Hybrid daily 5: Snarling Wolf Stance Hybrid utility 6: Healing Lore ITEMS Adventurer's Kit, Fighting Shield Heavy Shield (heroic tier), Dwarven Thrower Waraxe +2, Bloodiron Plate Armor +2 Just my take :) btw, for level 6 death threat is good too, and later on I would grab Impending Doom style. Round 1 : Hurling Charge -> charge -> replace with Ardent Strike, bam, you've hit the enemy with quarrying him and marking him the first turn. If he tried to get away, whoops, -> Battle Awareness' MBA -> Hold Fast. stop right there, mister. Very cop/paladin like. Round 2: Twin Strike until he's dead. Then Death Threat, charge the next guy, etc. Maybe a Vanguard double axe would be good. But with Master at Arms, you gain decent possibility of being able to swap between Dwarven thrower Waraxe or Craghammer + Heavy fighting shield, and disappearing the fighting shield as a free action into your gloves of storing (once you can afford them). I didn't have enough cash for a neck slot item for now, but since you're so tough, I figured you can survive. Maybe level 8 take Superior Will after you bump Wisdom one more time, then at level 10 Impending Doom. Level 11, for PP I'd grab Son of Mercy. For level 7 encounter I'd grab the very defendery flavored ranger power, Disruptive Strike. So much goodness in this combo. But remember, bless weapon is mostly really good on a double axe, so I'd keep one as backup for when you're attacking tons of undead. Twin Strike + Bless Weapon + Double Axe = uber. EDIT : I'd also like to note that marking is free with every purchase! of the MBAs granted by Snarling Wolf Stance. And once you're in Paragon, it makes sense to upgrade to a Sun Shield, which is an Axe type, then retrain Master at Arms into Axe Expertise. Or just ask your DM if there's such a thing as a +1/+2/+3/etc Sun Shield(s). That would rock you all the way up the levels, kind of your signature Dwarf Shield. wicked. Edit : As much as I am loath to admit this, what would work even better as a defender, is Throw + Stab + Ardent Strike combo. That way, with Divine Challenge + Divine Sanction + Quarry, you can hurt + Mark two enemies each round, and be the most sprightly Dwarf on the battle field. Hold Fast for sticking one enemy where he is, while you shift + T&S the next two. , one of which at range. ahhh, so much good possibilities. Once you get into Paragon, by alternating targets back and forth, you can probably maintain two marks, one of which will probably always trigger, the other of which will be slowed enough so it can't even hit you or anyone else (terrain notwithstanding). The mind boggles at the prospect of such an insane vortex / maelstrom of marking + slowing doom. Some combos with hindering shield and craghammer + hammer feats would probably make it even more sticky + deadly by then. You just need to play test different things and retrain if you get bored with one tactic [/QUOTE]
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