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<blockquote data-quote="Cheiromancer" data-source="post: 1309831" data-attributes="member: 141"><p>This is a simple sword(actually axe)-and-board build for a dwarf.</p><p></p><p>Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8</p><p>After Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6</p><p>Points in Strength</p><p>10+6+2+6+6+0= 30 points</p><p></p><p>Dwarf </p><p>1. Barbarian 1- fast movement, illiteracy, rage 1/day, Improved Shield Bash (non-lawful; if not, then loses rage)</p><p>2. Ranger 1- FE, Track*</p><p>3. Ranger 2- TWF*, Shield Charge</p><p>4. Hexblade 1 (non-good, for this level at least)</p><p>5. Fighter 1- Power Attack*</p><p>6. Fighter 2- Shield Slam*, Weapon Focus: Dwarven Waraxe*</p><p>7. Fighter 3</p><p>8. Fighter 4- Weapon Specialization: Dwarven Waraxe*</p><p>9. Fighter 5- Improved Critical: Dwarven Waraxe</p><p>10. Fighter 6- Power Critical: Dwarven Waraxe* </p><p></p><p>All you need to know about Hexblade (Complete Warrior): good will save, d10 hp; 2+int skill points; bluff, concentration, craft, diplomacy, intimidate, profession and ride are class skills. Non-good, but nothing useful is lost if you become good again.</p><p></p><p>Armor</p><p>Spiked Mithral Breast Plate: 5,250 gp, +5 AC Bonus, Max Dex +5, Armor Check -1, ASF 15%, 20 lb </p><p>Spiked Heavy Darkwood Shield: 1,267 gp, +2 AC bonus, no Armor Check penalty. 7 lbs (mithral spikes)</p><p></p><p>The Hexblade improves will saves, and the ranger levels help reflex saves. Of course, virtual TWF is nice, as is favored enemy. </p><p></p><p>There's some shield action going on: Improved Shield Bash keeps the AC bonus while making an attack- shield spikes count as a light off-hand weapon, and can be magically enhanced. Shield charge lets you trip an opponent struck by your shield while charging. Even if unsuccessful, you don't risk getting tripped back. Shield slam lets you use a full round action to attempt to daze your opponent. If struck, it makes a fort save (DC 10 + 1/2 level + str modifier) or be dazed for one round.</p><p></p><p>Otherwise just the standard stuff with a dwarven waraxe. This is an exotic weapon, but dwarves treat it as martial. Power critical adds +4 for the purpose of confirming criticals; abilities that trigger on a critical could be quite nice!</p><p></p><p>Alignment wise, a barbarian must be non-lawful or he'll lose his rage ability. A hexblade must be non-good or lose supernatural or spell like abilities. In the case of this character, the only thing lost is a curse with a save DC of 8; no loss. The character could end up almost any alignment, but will probably tend towards neutrality, and probably will not be lawful good (if so, it will be with a lot of non-lawful and non-good baggage.)</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1309831, member: 141"] This is a simple sword(actually axe)-and-board build for a dwarf. Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8 After Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6 Points in Strength 10+6+2+6+6+0= 30 points Dwarf 1. Barbarian 1- fast movement, illiteracy, rage 1/day, Improved Shield Bash (non-lawful; if not, then loses rage) 2. Ranger 1- FE, Track* 3. Ranger 2- TWF*, Shield Charge 4. Hexblade 1 (non-good, for this level at least) 5. Fighter 1- Power Attack* 6. Fighter 2- Shield Slam*, Weapon Focus: Dwarven Waraxe* 7. Fighter 3 8. Fighter 4- Weapon Specialization: Dwarven Waraxe* 9. Fighter 5- Improved Critical: Dwarven Waraxe 10. Fighter 6- Power Critical: Dwarven Waraxe* All you need to know about Hexblade (Complete Warrior): good will save, d10 hp; 2+int skill points; bluff, concentration, craft, diplomacy, intimidate, profession and ride are class skills. Non-good, but nothing useful is lost if you become good again. Armor Spiked Mithral Breast Plate: 5,250 gp, +5 AC Bonus, Max Dex +5, Armor Check -1, ASF 15%, 20 lb Spiked Heavy Darkwood Shield: 1,267 gp, +2 AC bonus, no Armor Check penalty. 7 lbs (mithral spikes) The Hexblade improves will saves, and the ranger levels help reflex saves. Of course, virtual TWF is nice, as is favored enemy. There's some shield action going on: Improved Shield Bash keeps the AC bonus while making an attack- shield spikes count as a light off-hand weapon, and can be magically enhanced. Shield charge lets you trip an opponent struck by your shield while charging. Even if unsuccessful, you don't risk getting tripped back. Shield slam lets you use a full round action to attempt to daze your opponent. If struck, it makes a fort save (DC 10 + 1/2 level + str modifier) or be dazed for one round. Otherwise just the standard stuff with a dwarven waraxe. This is an exotic weapon, but dwarves treat it as martial. Power critical adds +4 for the purpose of confirming criticals; abilities that trigger on a critical could be quite nice! Alignment wise, a barbarian must be non-lawful or he'll lose his rage ability. A hexblade must be non-good or lose supernatural or spell like abilities. In the case of this character, the only thing lost is a curse with a save DC of 8; no loss. The character could end up almost any alignment, but will probably tend towards neutrality, and probably will not be lawful good (if so, it will be with a lot of non-lawful and non-good baggage.) [/QUOTE]
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