Khatoblepas
2021-07-10, 04:00 AM
I've been looking through a lot of dwarf prestige classes, and a lot of them have... some surprising overlap. Namely, in using and throwing hammers. So I decided to put together a build that takes advantage of that.
Titan Bloodline Exiled DwarfDrMag320 Mystic RangerDrMag336 4/Warblade 1/Justice Hammer of MoradinDrMag329 1/People's ChampionWeb (http://www.wizards.com/dnd/article.asp?x=dnd/cg/cg20011024a) 4/Hammer of Moradin 3/Exotic Weapon Master 1/Battlesmith 1/Bloodstorm Blade 5
1) Exotic Weapon Proficiency (Heavy Warhammer)MoF
B) Power Attack
Otyugh Hole) Iron Will
3) Cleave
6) ???
9) Point Blank Shot
12) ???
15) ???
18) ???
Warblade's Weapon Aptitude is used to replace Weapon Focus (warhammer) with Weapon Focus (heavy warhammer). This SHOULD still be Weapon Focus (warhammer) for HoM? Else we can burn a feat on it, as tragic as that is.
Gold Warhammer damage:
8d6 + 2x Str + 0.5x Str (+ 2x Str?) + Wis + 1d4
A gargantuan hammer is 6d6, and the gold material increases it by a damage dice size. Usually this isn't a big deal but the next damage size up is 8d6.
Next, the strength bonuses:
Hammer of Revolution: When the people’s champion wields a hammer two-handed, he adds double his Strength modifier to damage rolls.
This is a weirdly written ability - he just straight up adds damage, with no language about replacing his existing strength modifier. Either he adds his strength x2 again, or he gains x1 his strength modifier again.
Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus x2 instead of his Strength bonus x 1-1/2. If he has the Power Attack feat, he treats the weapon as twohanded for purposes of determining his bonus on damage rolls.
This one sets his default damage to x2 instead of adding a bonus, so I'm not sure how it interacts with Hammer of the Revolution.
Powerful Grip (Ex): At 3rd level, the hammer of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1-1/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.
This one adds a bonus of 0.5x his strength.
One with the Hammer (Ex): A battlesmith's long hours at the forge grant her a special bond with a hammer. When wielding a warhammer that she has crafted herself, a battlesmith adds her Wisdom bonus as a bonus to the damage dealt by the weapon.
I'm not sure what else we can do to increase our hammer abilties, but we sure do hit hard, and I can't think of much more dwarfy than a gigantic solid gold hammer. Any thoughts on how to finish the build, or improve it, or disagreements to the rules interpretations?
Titan Bloodline Exiled DwarfDrMag320 Mystic RangerDrMag336 4/Warblade 1/Justice Hammer of MoradinDrMag329 1/People's ChampionWeb (http://www.wizards.com/dnd/article.asp?x=dnd/cg/cg20011024a) 4/Hammer of Moradin 3/Exotic Weapon Master 1/Battlesmith 1/Bloodstorm Blade 5
1) Exotic Weapon Proficiency (Heavy Warhammer)MoF
B) Power Attack
Otyugh Hole) Iron Will
3) Cleave
6) ???
9) Point Blank Shot
12) ???
15) ???
18) ???
Warblade's Weapon Aptitude is used to replace Weapon Focus (warhammer) with Weapon Focus (heavy warhammer). This SHOULD still be Weapon Focus (warhammer) for HoM? Else we can burn a feat on it, as tragic as that is.
Gold Warhammer damage:
8d6 + 2x Str + 0.5x Str (+ 2x Str?) + Wis + 1d4
A gargantuan hammer is 6d6, and the gold material increases it by a damage dice size. Usually this isn't a big deal but the next damage size up is 8d6.
Next, the strength bonuses:
Hammer of Revolution: When the people’s champion wields a hammer two-handed, he adds double his Strength modifier to damage rolls.
This is a weirdly written ability - he just straight up adds damage, with no language about replacing his existing strength modifier. Either he adds his strength x2 again, or he gains x1 his strength modifier again.
Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus x2 instead of his Strength bonus x 1-1/2. If he has the Power Attack feat, he treats the weapon as twohanded for purposes of determining his bonus on damage rolls.
This one sets his default damage to x2 instead of adding a bonus, so I'm not sure how it interacts with Hammer of the Revolution.
Powerful Grip (Ex): At 3rd level, the hammer of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1-1/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.
This one adds a bonus of 0.5x his strength.
One with the Hammer (Ex): A battlesmith's long hours at the forge grant her a special bond with a hammer. When wielding a warhammer that she has crafted herself, a battlesmith adds her Wisdom bonus as a bonus to the damage dealt by the weapon.
I'm not sure what else we can do to increase our hammer abilties, but we sure do hit hard, and I can't think of much more dwarfy than a gigantic solid gold hammer. Any thoughts on how to finish the build, or improve it, or disagreements to the rules interpretations?