SanusCompleo
2010-09-04, 06:49 AM
Hi there... I'm new. Specifically to make this post. I was playing dwarf fortress, when I realized just how badly I wanted to play a dwarf who was really into fire, and could throw a flood-gate at someone. The group I play with strictly uses the core handbooks. Nothing else. Nothing new, except homebrew... Which there is a lot of, but no classes here-so-far (Except an Inventor class, which might be shared later on...) Anyway, what I wanted is 4th level cleric spell-casting, at least, with multiclass to some sort of fighter, and respectable BaB. What I got was a lunatic who loves to buff.
Dwarf Lunatic Warrior Cleric of Fire
EDIT: (Took out fighter level, fixed saves, and corrected rage bit)
9 Cleric / 1 Barbarian
HP 9d8 + 1d12 = 10 - 88
Chaotic Neutral (Take a Chaotic/Neutral Fire god with domains Fire/Chaos... if you have one, that is.)
Ability Scores: (32 point buy... probably badly botched)
STR 16 DEX 12 INT 10 WIS 14 CON 16 CHA 8
After racial bonuses
STR 16 DEX 12 INT 10 WIS 14 CON 18 CHA 6 (Ouch... This guy has a beard, and you know it.)
BaB +7/+2
Melee +9/+4
Ranged +8/+3
Saves: Fort 8(12) Ref 2(3) Will 6(8) <Theoretically you could get higher fortitude if you swapped out a level with something>
Feats 4 <Feats are only suggestions. If you have more rulebooks to access than I, then by all means use them!>
Turn Undead
Fast Movement
Rage 1/day
Lost Uncanny Dodge, but if you get another level, then why worry? Here's hoping your rogue is more of a brogue, and keeps the other sneak attackers at bay. At worst, they get a mighty smacking after they hit you once.
Power Attack
Cleave
Weapon Focus (Suggestion, Dwarven Waraxe?)
Improved Critical
Progression:
Cleric (Barbarian if you want illiteracy, drop 2 skill-points for the total 6 skill point gain)
Barbarian
Cleric till 10
(Take Wisdom as your attribute bonuses, or STR if you really need to be more dwarvy... spellcasting's already suffering here.)
Spells per day
0 6
1 5 + 1 (Bless, Divine Favor)
2 4 + 1 (Aid, Bear's Endurance, Bull's Strength)
3 3 + 1 (Prayer)
4 2 + 1 (Divine Power, Magic Weapon, Greater)
5 1 + 1 (Righteous Might [For stupid damage] )
Alright, now it's buff time. If casting time is not a problem, everything, otherwise bear, bull, divine power, Magic Weapon, Greater (If you're using a mundane weapon... which at level ten, you really shouldn't be.), and maybe prayer/divine favor... It's important!
Here's where things get fun. Your strength boosting spells (Divine Power + Bull's strength) send your strength to 26, that's a +8 bonus right there to everything the DM's about to be rolling. AND you get 1d8 + 10 more hp. Another 20 coming from bear's endurance. That's 31 - 38 hp. Okay, next part, you've got +4 to your base attack bonus from various things (That's +11, so far), that's pretty good, eh? Plus you get 1 to damage, so chalk it up to +9 damage.
Next up, Rage. Rage rage rage rage rage. You can use it ONCE per day. So USE IT WISELY. You can't cast spells while you rage, so as nice as those inflict spells will be, you'll simply have to deal with eviscerating your enemies with that horrifying war-axe you've got thar. You'll be out of your ability to buff that day. If you're the healing character, then you're doing your magma Deity down below the moutainhome a great disservice. Sends your base attack bonus and damage to +13, and +10 respectively. Also gives you a nice nasty 20 new hp, to add to your 31 - 38. Your STR broke 30, which is always nice. So now your BaB is +22/+17. You do 1d10 + 11 damage. But I'm not done there! We forgot about feats! Weapon Focus is +23/+18... Now... Power Attack. Power attack is FUN, kids! Never forget. If you're still having trouble after all this hitting them through their armor, then you're going to need a magic weapon. Otherwise, start getting some use out of that Greater Cleave you've heard so much about. Also, now we've got Righteous Might... Which makes you a Large Dwarf, and changes your scary axe into a scarier axe of 2d8 power. Yes, 2d8. 4 more STR, which is... Holy crap, 34. Adds a net bonus of 1 AC (Like you're worried about that), and an additional 10 hp, which brings your already respectable 51 - 58 to 61 - 68. Your reach increases, which is just... just great.
Final Verdict:
STR 34 DEX 14 INT 10 WIS 16 CON 22 CHA 6 (Throwaway: 1)
BaB +25/+20 with your chosen weapon.
Damage: 2d8 +16, 2d8 +31 if you are going two handed on me... Power attack can make this nastier! (That's 18 - 32, or 33 - 47 two handed)
HP: +61 - 68
Gritty, muddy... and has a beard.
If you have things to add, remember... Core Content only (:D>
Dwarf Lunatic Warrior Cleric of Fire
EDIT: (Took out fighter level, fixed saves, and corrected rage bit)
9 Cleric / 1 Barbarian
HP 9d8 + 1d12 = 10 - 88
Chaotic Neutral (Take a Chaotic/Neutral Fire god with domains Fire/Chaos... if you have one, that is.)
Ability Scores: (32 point buy... probably badly botched)
STR 16 DEX 12 INT 10 WIS 14 CON 16 CHA 8
After racial bonuses
STR 16 DEX 12 INT 10 WIS 14 CON 18 CHA 6 (Ouch... This guy has a beard, and you know it.)
BaB +7/+2
Melee +9/+4
Ranged +8/+3
Saves: Fort 8(12) Ref 2(3) Will 6(8) <Theoretically you could get higher fortitude if you swapped out a level with something>
Feats 4 <Feats are only suggestions. If you have more rulebooks to access than I, then by all means use them!>
Turn Undead
Fast Movement
Rage 1/day
Lost Uncanny Dodge, but if you get another level, then why worry? Here's hoping your rogue is more of a brogue, and keeps the other sneak attackers at bay. At worst, they get a mighty smacking after they hit you once.
Power Attack
Cleave
Weapon Focus (Suggestion, Dwarven Waraxe?)
Improved Critical
Progression:
Cleric (Barbarian if you want illiteracy, drop 2 skill-points for the total 6 skill point gain)
Barbarian
Cleric till 10
(Take Wisdom as your attribute bonuses, or STR if you really need to be more dwarvy... spellcasting's already suffering here.)
Spells per day
0 6
1 5 + 1 (Bless, Divine Favor)
2 4 + 1 (Aid, Bear's Endurance, Bull's Strength)
3 3 + 1 (Prayer)
4 2 + 1 (Divine Power, Magic Weapon, Greater)
5 1 + 1 (Righteous Might [For stupid damage] )
Alright, now it's buff time. If casting time is not a problem, everything, otherwise bear, bull, divine power, Magic Weapon, Greater (If you're using a mundane weapon... which at level ten, you really shouldn't be.), and maybe prayer/divine favor... It's important!
Here's where things get fun. Your strength boosting spells (Divine Power + Bull's strength) send your strength to 26, that's a +8 bonus right there to everything the DM's about to be rolling. AND you get 1d8 + 10 more hp. Another 20 coming from bear's endurance. That's 31 - 38 hp. Okay, next part, you've got +4 to your base attack bonus from various things (That's +11, so far), that's pretty good, eh? Plus you get 1 to damage, so chalk it up to +9 damage.
Next up, Rage. Rage rage rage rage rage. You can use it ONCE per day. So USE IT WISELY. You can't cast spells while you rage, so as nice as those inflict spells will be, you'll simply have to deal with eviscerating your enemies with that horrifying war-axe you've got thar. You'll be out of your ability to buff that day. If you're the healing character, then you're doing your magma Deity down below the moutainhome a great disservice. Sends your base attack bonus and damage to +13, and +10 respectively. Also gives you a nice nasty 20 new hp, to add to your 31 - 38. Your STR broke 30, which is always nice. So now your BaB is +22/+17. You do 1d10 + 11 damage. But I'm not done there! We forgot about feats! Weapon Focus is +23/+18... Now... Power Attack. Power attack is FUN, kids! Never forget. If you're still having trouble after all this hitting them through their armor, then you're going to need a magic weapon. Otherwise, start getting some use out of that Greater Cleave you've heard so much about. Also, now we've got Righteous Might... Which makes you a Large Dwarf, and changes your scary axe into a scarier axe of 2d8 power. Yes, 2d8. 4 more STR, which is... Holy crap, 34. Adds a net bonus of 1 AC (Like you're worried about that), and an additional 10 hp, which brings your already respectable 51 - 58 to 61 - 68. Your reach increases, which is just... just great.
Final Verdict:
STR 34 DEX 14 INT 10 WIS 16 CON 22 CHA 6 (Throwaway: 1)
BaB +25/+20 with your chosen weapon.
Damage: 2d8 +16, 2d8 +31 if you are going two handed on me... Power attack can make this nastier! (That's 18 - 32, or 33 - 47 two handed)
HP: +61 - 68
Gritty, muddy... and has a beard.
If you have things to add, remember... Core Content only (:D>