No Magic Dwarven Defender

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Cort Thundershot
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No Magic Dwarven Defender

Unread post by Cort Thundershot »

I've had this concept of a viable non-magic using dwarven tank for a while now. Some input would be greatly appreciated as I am not the most adept at building. I want Man at Arms for Guarding the Lord and +2 shield bonus I would get.

Man at Arms 12, DD 10, and F 8
Man at Arms 5-8 and 19-26, DD 9-18, F 1-4 and 17-20
Starting with Str 16, Dex 13, Con 18, Int 13, Wis 8, Cha 8
Ending with Str 17 and Con 24

Skills are simple. Lore, Tumble, and a bit of Pick Lock.

Feat lines are Improved Expertise early, Steadfast Determination, Improved KD, Greater Weapon Focus, All Epic DR and Fast Healing III, Armor Skin, and 1 Epic Toughness.

As I said, any suggestions would be most welcome. I've been gone a while, and have no idea what's waiting for me out there now.
Elias Goodmane: Retired....
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Halvor Grizwold: Boisterous and good natured fightin man Dead
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thebeasttt
Posts: 64
Joined: Sat Mar 12, 2016 4:42 pm

Re: No Magic Dwarven Defender

Unread post by thebeasttt »

Same as this build:

http://www.bgtscc.net/viewtopic.php?f=6 ... e+defender

Except monk or rogue instead of Cleric. Though technically the Cleric variation wouldn't even use magic 99% of the time anyways, especially with the dispel fix. It's just there for easy access to Evasion, Heal skill and pvp cleric scrolls.
Aurali
Posts: 281
Joined: Tue Jan 05, 2010 6:44 pm

Re: No Magic Dwarven Defender

Unread post by Aurali »

A few points about your build. First, you are missing two feats with your current lineup so I would suggest luck of heroes and epic weapon focus. That said, the biggest issue with your build is that your damage output will be very low as well as your AB (especially with improved combat expertise activated). Also, you can't activate ICE and the dwarven defender AC mode at the same time. I would read through the post that Karond made. You could replace the Man at Arms in that build with bodyguard and cleric with rogue and do quite well. Bodyguard opens up heal skill and guarding the lord (as well as some sneak dice) and rogue opens up skills and evasion to get the all important expose weakness.
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