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Defender of Moradin (DnD Optimized Character Build)

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Created By
Envoy2500 (talk)
Date Created: 3/17/2008
Status: bonus stacking issues to be resolved
Editing: Please feel free to edit constructively!

Contents

[edit] Introduction

A Dwarven Defender that will not die and can actually still deal out the damage.

[edit] References

Player's Handbook (3.5e), and Dungeon Master's Guide (3.5e)

[edit] Game Rule Components

[edit] Spells, Powers, Soulmelds, Stances, etc...

Spells of a level 10 Cleric (0-5th level spells)

[edit] Items

+5 Adamantine Full Plate, +5 Adamantine Heavy Steel Shield, Masterwork Warhammer, Amulet of Health +6, Belt of Giant Strength +6, Bracers of Armor +8 (Bracers of Armor don't stack with armor), and Boots of Speed.

[edit] Progression

Race (Templates): Dwarf

Starting Racial Traits: +2 Con, -2 Cha

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Cleric 1 +0 +2 +0 +2 Combat Expertise Turn Undead Spells Per Day
2nd Cleric 2 +1 +3 +0 +3 Spells Per Day
3rd Cleric 3 +2 +3 +1 +3 Endurance Spells Per Day
4th Cleric 4 +3 +4 +1 +4 Spells Per Day
5th Cleric 5 +3 +4 +1 +4 Spells Per Day
6th Cleric 6 +4 +5 +2 +5 Toughness Spells Per Day
7th Cleric 7 +5 +5 +2 +5 Spells Per Day
8th Cleric 8 +6/+1 +6 +2 +6 Spells Per Day
9th Cleric 9 +6/+1 +6 +3 +6 Dodge Spells Per Day
10th Cleric 10 +7/+2 +7 +3 +7 Spells Per Day
11th Cleric 10, Dwarven Defender 1 +8/+3 +9 +3 +9 Defensive Stance 1/day AC +1
12th Cleric 10, Dwarven Defender 2 +9/+4 +10 +3 +10 Diehard Uncanny Dodge AC +1
13th Cleric 10, Dwarven Defender 3 +10/+5 +10 +4 +10 Defensive Stance 2/day AC +1
14th Cleric 10, Dwarven Defender 4 +11/+6/+1 +11 +4 +11 Trap Sense +1 AC +2
15th Cleric 10, Dwarven Defender 5 +12/+7/+2 +11 +4 +11 Mobility Defensive Stance 3/day AC +2
16th Cleric 10, Dwarven Defender 6 +13/+8/+3 +12 +5 +12 Damage Reduction 3/-, Improved Uncanny Dodge AC +2
17th Cleric 10, Dwarven Defender 7 +14/+9/+4 +12 +5 +12 Defensive Stance 4/day AC +3
18th Cleric 10, Dwarven Defender 8 +15/+10/+5 +13 +5 +13 Improved Critical (warhammer) Mobile Defense, Trap Sense +2 AC +3
19th Cleric 10, Dwarven Defender 9 +16/+11/+6/+1 +13 +6 +13 Defensive Stance 5/day AC +3
20th Cleric 10, Dwarven Defender 10 +17/+12/+7/+2 +14 +6 +14 Damage Reduction 6/- AC +4

[edit] Highlights

I used the War and Protection Domains which gives me Weapon Focus (warhammer) and Protective Ward which gives +1/Cleric level to the next save. After the Adamantine and Dwarven Defender bonuses you have 49 AC (54 with Combat Expertise) and 10/- Damage Reduction. While in Defencive Stance it becomes 53 AC (58 with Combat Expertise) and he gets +2 to all saves, +2 Str, and +4 Con.

[edit] Munchkin-Size Me

Put some fun magic Abilities on your full plate or shield like arrow deflection, or Fortification, heavy, or Invulnerability, or Spell Resistance 19. Also you could make it like a Speed, Keen, Throwing, Returning, Disruption Warhammer.

Ditch Endurance and Diehard, pick up Dodge at level 3, take Improved Combat Expertise at level 9, and Mobility at level 12. Then you get 1 extra feat, a base attack bonus of "what?" and an AC of 70, with a HUGE touch AC to boot.

For even more munchkinizing, get a +5 defending Warhammer and a shield of Arrow Deflection (or whatever it's called, put the party behind you, and simply walk into Mordor.

Alternately, rather than taking Cleric levels, take Paladin levels and get a free mount, some limited divine spells (like Silver Beard) and Lay on Hands ability. That way you can still heal yourself, and you get higher HP and BAB, but you don't get some cool domains and stuff like that.

[edit] Side Notes

[edit] Limitations

Ref saves get hurt especially since you can only have +2 Dex.

[edit] DM Counters

Very high damage spells like a maximized, empowered Disintegrate, since it would take about that much to put a dent in his immense HP.



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