Author Topic: Need help with this Hammer of Moradin build  (Read 2916 times)

0 Members and 1 Guest are viewing this topic.

Rhig

  • Ring-Tailed Lemur
  • **
  • Posts: 30
Need help with this Hammer of Moradin build
« on: April 17, 2009, 10:21:36 AM »
Heya, guys.
So, my friend finally realized the only thing he liked about Dwarven Defender when he decided to take the PrC was the cool picture. So now my DM allowed him to change his character to something else in 12th level, but it has to be a dwarf, and remain similar to the original concept. So after some discussions my friend decided to make a Hammer of Moradin (PrC from PGtF). He doesn't want to have more spellcasting than is needed to get into the PrC.
A few things that you should know:
- In our campaign setting, there is only one goddess, and people worship different aspects of her. This basically means that every cleric in the game chooses his own domains.
- The rest of the party is consisted of a Wizard/War Weaver who is the party's buffer and primary spellcaster, a Marshal/Bard/Sublime Chord/Swiftblade who is a gish, a buffer, the party's face and a secondary spellcaster, a rogue/whisperknife who is the party sneak and main damage dealer, an archer with a dash of cleric that's in charge of healing and killing.
- All books are allowed, but everything campaign specific has to go through the DM's approval. Also, we can't take archivists and crusaders because it doesn't fit the campaign setting. Flaws are not allowed.
- Due to some in-game prophecy or whatnot, plane-travelling and long-distance teleporting doesn't work. So the 10th level of HoM has no use to us.
- The game will end at 25th level. So we have to plan for epic levels.
- The DM house-ruled that when you have a skill as your class skill in any class you have, it will stay a class skill for every other class you'll have in the future.

This is the build:
LG Dwarf
Cloistered Cleric (War, Knowledge, Travel domains) 1/ Ranger (Trap Expert ACF, from Dungeonscape page 12) 3/ Fighter 1/ Ordained Champion 3/ Deepwarden 2/ Hammer of Moradin 9/ Warblade 1/ Bloodstorm Blade 4/ Fighter +1
Feats:
War Domain: Weapon Focus (Warhammer)
1st: Iron Will
3rd: Power Attack (also considered to have Rapid Shot in light or no armor)
4th: Endurance (ranger bonus feat)
5th: Point Blank Shot (Fighter bonus feat)
6th: Precise Shot
Trade Knowledge and Travel domain abilities for -> Brutal Throw, Power Throw.
Trade bonus domain for Knowledge Devotion.
7th: Diehard (Ordained Champion bonus feat)
9th: Improved Sunder, Track (Deepwarden bonus feat)
12th: Combat Brute
15th: Steadfast Determination (PH2 83)
18th: Improved Initiative
21st: Damage Reduction (Epic feat from ELH)
22nd: Throw Anything (Bloodstorm Blade bonus feat)
23rd: Damage Reduction (Bloodstorm Blade bonus feat)
24th: Damage Reduction
25th: Damage Reduction (Fighter bonus feat)

Starting Attributes (32-point buy):
Str: 18
Dex: 8
Con: 14 -> 16 thanks to dwarf
Int: 14
Wis: 12
Cha: 8 -> 6 thanks to dwarf

Now, the skills are a bit tough, so I've made a level-by-level breakdown of them up to 12th level. It's not necessary for you to look at it since I'm looking for help on the feat region more than anything else, but I'll put it in a spoiler box in case you feel that this build can't hold as far as skills go:
[spoiler=Skills]Level-by-level breakdown of skill acquisition:
1st level: 32 skill points
4 Knowledge (Arcana)
4 Knowledge (Dungeoneering)
4 Knowledge (Religion)
4 Knowledge (The Planes)
4 Knowledge (Nature)
4 Survival (gained from Travel Domain)
4 Heal
4 Craft (Weaponsmithing)
2nd level: 8 skill points
(+1) 5 Knowledge (Religion)
(+1) 5 Knowledge (Dungeoneering)
(+1) 5 Heal
(+1) 5 Craft (Weaponsmithing)
(+1) 5 Survival
3 Climb
3rd level: 8 skill points
(+1) 6 Knowledge (Religion)
(+1) 6 Craft (Weaponsmithing)
(+2) 5 Climb
4 Jump
4th level: 8 skill points
(+1) 7 Knowledge (Religion)
(+1) 7 Craft (Weaponsmithing)
(+1) 5 Jump
5 Balance
5th level: 4 skill points
(+1) 8 Craft (Weaponsmithing)
(+3) 8 Balance
6th level: 4 skill points
(+1) 9 Craft (Weaponsmithing)
(+2) Skill Trick: Collector of Stories (+5 to knowledge checks to recognize creatures, counts towards the roll you make for Knowledge Devotion)
(+1) 5 Knowledge (Nature)
7th level: 4 skill points
(+1) 10 Craft (Weaponsmithing) (You now qualify for every PrC in the build as far as skills go!)
(+3) 7 Knowledge (Arcana)
8th level: 4 skill points
(+4) 8 Knowledge (The Planes)
9th level: 8 skill points
(+3) 8 Knowledge (Dungeoneering)
(+3) 8 Knowledge (Nature)
(+1) 8 Knowledge (Arcana)
(+1) 8 Knowledge (Religion)
10th level: 8 skill points
(+2) 10 Knowledge (Nature)
(+4) 12 Knowledge (Religion)
(+2) 10 Knowledge (Arcana)
11th level: 4 skill points
(+2) 10 Knowledge (Dungeoneering)
(+2) 10 Knowledge (The Planes)
12th level: 4 skill points
(+3) 15 Knowledge (Religion)
(+1) 11 Knowledge (Arcana)

Total skill list at 12th level:
8 Balance
5 Climb
10 Craft (Weaponsmithing)
5 Heal
5 Jump
11 Knowledge (Arcana)
10 Knowledge (Dungeoneering)
10 Knowledge (Nature)
15 Knowledge (Religion)
10 Knowledge (The Planes)
5 Survival
Skill Trick: Collector of Stories
[/spoiler]

Maneuvers (gained at 20th level):
Maneuvers: Wall of Blades, Iron Heart Surge, Lightning Recovery
Stance: Absolute Steel.

Now, as you might've noticed, I took some sub-optimal feats. I really can't think of good feats to put here. Do you guys have an idea as to which feats would be good for this build?