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<blockquote data-quote="Cheiromancer" data-source="post: 1309853" data-attributes="member: 141"><p>A few "named builds" like the halfling serpent school, above. They use levels of monk- even the ones with armor. The good saves and skills (including access to tumble- especially convenient for an armored dwarf) are very handy.</p><p></p><p>The Crab (Lawful Human or Dwarf)</p><p></p><p>(mithral) Breastplate and Tower Shield</p><p></p><p>1. Fighter 1: Dodge,* (Improved Initiative), Weapon Focus: Trident</p><p>2. Fighter 2: Mobility*</p><p>3. Fighter 3: Hold the Line</p><p>4. Fighter 4: Weapon Specialization: Trident* </p><p>5. Monk 1: Stunning Fist*, unarmed attack</p><p>6. Monk 2: Combat Reflexes*, evasion, Combat Expertise</p><p>7. Monk 3: still mind </p><p>8. Monk 4: ki strike (magic), slow fall (20 ft)</p><p>(by this level have the following skill ranks: hide: 10 ranks, move silently: 8 ranks, perform (dance): 3 ranks, tumble: 5 ranks)</p><p>9. Duelist 1: canny defense, Improved Disarm</p><p>10. Duelist 2: improved reaction +2</p><p>11. Duelist 3: enhanced mobility</p><p>12. Shadowdancer 1: hide in plain sight, Improved Trip</p><p>13. Shadowdancer 2: darkvision, uncanny dodge</p><p>14. Duelist 4: grace</p><p>15. Duelist 5: precise strike +1d6, Spring Attack</p><p>16. Duelist 6: acrobatic charge</p><p>17. Duelist 7: elaborate parry</p><p>18. Duelist 8: improved reaction +4, Whirlwind Attack</p><p>19. Duelist 9: Deflect Arrows*</p><p>20. Duelist 10: precise strike +2d6</p><p></p><p>From Sword and Fist (and complete warrior):</p><p>Hold the Line; Pre-requisites: BAB +2, Combat Reflexes; Benefit: make an AoO against opponent who charges you.</p><p></p><p>A trident can be set against a charge to do double damage. It’s a piercing one-handed weapon, and so qualifies for precise strike. A crab can use his tower shield to advance with total cover (except against spells), but cannot attack while doing so. A tower shield otherwise provides +4 AC, but gives a -2 to attacks. It has a max dex bonus of +2.</p><p></p><p>The crab style is defensive; at low levels it is designed to resist charging foes (hold the line) and maneuver under enemy archer fire (using tower shields for cover); at mid levels it emphasizes not getting hit (tower shield + combat expertise) while moving to strategic positions (mobility) and controlling the battlefield (combat reflexes). Defense against magical attacks becomes a priority (good saves, evasion, still mind). Unusual combat maneuvers (stunning fist, unarmed attacks) are a back-up when conventional attacks fail. High level crab fighters are faster, sneaker, and even harder to hit, but are basically similar to mid level crab fighters.</p><p></p><p>Duelist abilities that don’t function in armor: canny defense, enhanced mobility, grace. Precise strike and Deflect Arrows do not work with a shield.</p><p></p><p>Monk abilities that don’t function in armor: AC bonus, fast movement, flurry of blows. Evasion only works in light armor. Dwarves can tumble in armor, since it does not encumber their motion.</p><p></p><p>Crab fighters usually wear armor until they reach high levels (12+). At lower levels it is usually much more cost effective to magically enhance armor and shield than it is to buy bracers of armor and ability boosters for dexterity, wisdom and intelligence. The lost abilities don’t make up the difference.</p><p></p><p>E.g. mithral breastplate: +5 AC bonus, large shield: +2 AC Bonus</p><p></p><p>Given Dex 14, Wis 14, Int 14;</p><p>+5 armor 25 000</p><p>+5 shield 25 000</p><p>+5 amulet of natural armor 50 000</p><p></p><p>Total AC: 10 (+2 dex, +10 armor, +7 shield, + 5 natural) = 34</p><p></p><p>i.e. 100 000 gp buys +22 armor, about 5000 per plus</p><p></p><p>Unarmored</p><p>+3 amulet of natural armor 18 000</p><p>+6 bracers of armor 36 000</p><p>+4 periapt of wisdom 16 000</p><p>+4 headband of intellect 16 000</p><p>+4 gloves of dexterity 16 000 </p><p></p><p>102 000 gp buys +15, about 7000 per plus. </p><p></p><p>+5 amulet of natural armor 50 000</p><p>+8 bracers of armor 64 000</p><p>+6 periapt of wisdom 36 000</p><p>+6 headband of intellect 36 000</p><p>+6 gloves of dexterity 36 000</p><p></p><p>222 000 gp buys +22, at almost exactly 10 000 per plus.</p><p></p><p>Shadowdancer and Monk have 3/4 BAB, so final BAB is +18. Saves are 4/1/1 + 4/4/4 + 3/7/3 + 0/3/0 = 11/15/8</p><p></p><p>Dwarven Monitor</p><p></p><p>1. Fighter 1: Toughness, Dodge*</p><p>2. Fighter 2: Hold the Line*</p><p>3. Monk 1: Improved Grapple*, unarmed attack, Mobility</p><p>4. Monk 2: Combat Reflexes*, evasion</p><p>5. Monk 3: still mind</p><p>6. Monk 4: ki strike (magic), slow fall 20 ft, Weapon Finesse</p><p>7. Monk 5: purity of body</p><p>8. Monk 6: Improved Trip*, slow fall 30 ft</p><p>9. Duelist 1: canny defense, Combat Expertise, +1 AC</p><p>10. Duelist 2: improved reaction +2</p><p>11: Duelist 3: enhanced mobility</p><p>12. Duelist 4: grace, Endurance</p><p>13. DwDef 1: defensive stance 1/day, +1 AC</p><p>14. DwDef 2: uncanny dodge</p><p>15. DwDef 3: defensive stance 2/day, Deflect Arrows</p><p>16. DwDef 4: trap sense +1, +2 AC</p><p>17: DwDef 5: defensive stance 3/day</p><p>18. DwDef 6: damage reduction 3/-, improved uncanny dodge, Power Attack</p><p>19. DwDef 7: defensive stance 4/day, +3 AC</p><p>20. DwDef 8: mobile defense, trap defense +2</p><p></p><p>Like the Crab, a Dwarven Monitor wears armor and uses tower shields at low levels. 4th level Dwarven Monitors use a Guisarme and so do not use a shield; and at around 12th level they foreswear armor altogether (preferring bracers and ability boosters to enchanted armor). An unarmored Dwarven Monitor moves very quickly (40 ft) and can set up nearly impregnable positions in a heart beat (Defensive Stance + Combat Expertise). </p><p></p><p>A 5th level monk gets a +1 bonus (in addition to wis bonus) when unarmored. I put in 4 levels of duelist as quickly a possible, since that will allow a +4 bonus to AC (assuming an 18 intelligence). </p><p></p><p>Dwarves who lack a Dexterity score of 13 or higher may become Alterns:</p><p></p><p>Dwarven Altern:</p><p></p><p>1. Fighter 1: Toughness, Power Attack</p><p>2. Fighter 2: Hold the Line*</p><p>3. Monk 1: Improved Grapple*, unarmed attack, Cleave</p><p>4. Monk 2: Deflect Arrows*, evasion</p><p>5. Monk 3: still mind</p><p>6. Monk 4: ki strike (magic), slow fall 20 ft, Improved Overrun</p><p>7. Monk 5: purity of body</p><p>8. Monk 6: Improved Trip*, slow fall 30 ft</p><p>9. Monk 7: wholeness of body, Improved Bull Rush</p><p>10+ Dwarven Defender</p><p></p><p>Alterns always wear armor, but are otherwise the same as monitors.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1309853, member: 141"] A few "named builds" like the halfling serpent school, above. They use levels of monk- even the ones with armor. The good saves and skills (including access to tumble- especially convenient for an armored dwarf) are very handy. The Crab (Lawful Human or Dwarf) (mithral) Breastplate and Tower Shield 1. Fighter 1: Dodge,* (Improved Initiative), Weapon Focus: Trident 2. Fighter 2: Mobility* 3. Fighter 3: Hold the Line 4. Fighter 4: Weapon Specialization: Trident* 5. Monk 1: Stunning Fist*, unarmed attack 6. Monk 2: Combat Reflexes*, evasion, Combat Expertise 7. Monk 3: still mind 8. Monk 4: ki strike (magic), slow fall (20 ft) (by this level have the following skill ranks: hide: 10 ranks, move silently: 8 ranks, perform (dance): 3 ranks, tumble: 5 ranks) 9. Duelist 1: canny defense, Improved Disarm 10. Duelist 2: improved reaction +2 11. Duelist 3: enhanced mobility 12. Shadowdancer 1: hide in plain sight, Improved Trip 13. Shadowdancer 2: darkvision, uncanny dodge 14. Duelist 4: grace 15. Duelist 5: precise strike +1d6, Spring Attack 16. Duelist 6: acrobatic charge 17. Duelist 7: elaborate parry 18. Duelist 8: improved reaction +4, Whirlwind Attack 19. Duelist 9: Deflect Arrows* 20. Duelist 10: precise strike +2d6 From Sword and Fist (and complete warrior): Hold the Line; Pre-requisites: BAB +2, Combat Reflexes; Benefit: make an AoO against opponent who charges you. A trident can be set against a charge to do double damage. It’s a piercing one-handed weapon, and so qualifies for precise strike. A crab can use his tower shield to advance with total cover (except against spells), but cannot attack while doing so. A tower shield otherwise provides +4 AC, but gives a -2 to attacks. It has a max dex bonus of +2. The crab style is defensive; at low levels it is designed to resist charging foes (hold the line) and maneuver under enemy archer fire (using tower shields for cover); at mid levels it emphasizes not getting hit (tower shield + combat expertise) while moving to strategic positions (mobility) and controlling the battlefield (combat reflexes). Defense against magical attacks becomes a priority (good saves, evasion, still mind). Unusual combat maneuvers (stunning fist, unarmed attacks) are a back-up when conventional attacks fail. High level crab fighters are faster, sneaker, and even harder to hit, but are basically similar to mid level crab fighters. Duelist abilities that don’t function in armor: canny defense, enhanced mobility, grace. Precise strike and Deflect Arrows do not work with a shield. Monk abilities that don’t function in armor: AC bonus, fast movement, flurry of blows. Evasion only works in light armor. Dwarves can tumble in armor, since it does not encumber their motion. Crab fighters usually wear armor until they reach high levels (12+). At lower levels it is usually much more cost effective to magically enhance armor and shield than it is to buy bracers of armor and ability boosters for dexterity, wisdom and intelligence. The lost abilities don’t make up the difference. E.g. mithral breastplate: +5 AC bonus, large shield: +2 AC Bonus Given Dex 14, Wis 14, Int 14; +5 armor 25 000 +5 shield 25 000 +5 amulet of natural armor 50 000 Total AC: 10 (+2 dex, +10 armor, +7 shield, + 5 natural) = 34 i.e. 100 000 gp buys +22 armor, about 5000 per plus Unarmored +3 amulet of natural armor 18 000 +6 bracers of armor 36 000 +4 periapt of wisdom 16 000 +4 headband of intellect 16 000 +4 gloves of dexterity 16 000 102 000 gp buys +15, about 7000 per plus. +5 amulet of natural armor 50 000 +8 bracers of armor 64 000 +6 periapt of wisdom 36 000 +6 headband of intellect 36 000 +6 gloves of dexterity 36 000 222 000 gp buys +22, at almost exactly 10 000 per plus. Shadowdancer and Monk have 3/4 BAB, so final BAB is +18. Saves are 4/1/1 + 4/4/4 + 3/7/3 + 0/3/0 = 11/15/8 Dwarven Monitor 1. Fighter 1: Toughness, Dodge* 2. Fighter 2: Hold the Line* 3. Monk 1: Improved Grapple*, unarmed attack, Mobility 4. Monk 2: Combat Reflexes*, evasion 5. Monk 3: still mind 6. Monk 4: ki strike (magic), slow fall 20 ft, Weapon Finesse 7. Monk 5: purity of body 8. Monk 6: Improved Trip*, slow fall 30 ft 9. Duelist 1: canny defense, Combat Expertise, +1 AC 10. Duelist 2: improved reaction +2 11: Duelist 3: enhanced mobility 12. Duelist 4: grace, Endurance 13. DwDef 1: defensive stance 1/day, +1 AC 14. DwDef 2: uncanny dodge 15. DwDef 3: defensive stance 2/day, Deflect Arrows 16. DwDef 4: trap sense +1, +2 AC 17: DwDef 5: defensive stance 3/day 18. DwDef 6: damage reduction 3/-, improved uncanny dodge, Power Attack 19. DwDef 7: defensive stance 4/day, +3 AC 20. DwDef 8: mobile defense, trap defense +2 Like the Crab, a Dwarven Monitor wears armor and uses tower shields at low levels. 4th level Dwarven Monitors use a Guisarme and so do not use a shield; and at around 12th level they foreswear armor altogether (preferring bracers and ability boosters to enchanted armor). An unarmored Dwarven Monitor moves very quickly (40 ft) and can set up nearly impregnable positions in a heart beat (Defensive Stance + Combat Expertise). A 5th level monk gets a +1 bonus (in addition to wis bonus) when unarmored. I put in 4 levels of duelist as quickly a possible, since that will allow a +4 bonus to AC (assuming an 18 intelligence). Dwarves who lack a Dexterity score of 13 or higher may become Alterns: Dwarven Altern: 1. Fighter 1: Toughness, Power Attack 2. Fighter 2: Hold the Line* 3. Monk 1: Improved Grapple*, unarmed attack, Cleave 4. Monk 2: Deflect Arrows*, evasion 5. Monk 3: still mind 6. Monk 4: ki strike (magic), slow fall 20 ft, Improved Overrun 7. Monk 5: purity of body 8. Monk 6: Improved Trip*, slow fall 30 ft 9. Monk 7: wholeness of body, Improved Bull Rush 10+ Dwarven Defender Alterns always wear armor, but are otherwise the same as monitors. [/QUOTE]
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