1. - Top - End - #67
    Troll in the Playground
    WhamBamSam's Avatar

    Join Date
    Jul 2011

    Default Re: Junkyard Wars IX: Earth Dreamer + Ordained Champion - Cleric

    Garag "Sunsword" Ragnarsund
    Wasteland Dragoon, Champion of Re-Horakhty
    Spoiler: Build Stub

    LG Dwarf Paladin 5/Ordained Champion of Re-Horakhty 5/Earth Dreamer 5/Ashworm Dragoon 5

    Spoiler: Background

    As a young Dwarf just growing into his beard, Garag grew up in the mountains on the edge of the Burning Waste. Devoted to Re-Horakhty with a near zealous fervor, but with a strength of arm and build more suggestive of a fighter, Garag took up the khopesh in Re-Horakhty's name, and swore himself to the brotherhood of Paladins serving the kingdom. After serving as a squire and shield Dwarf for a few decades, Garag finally earned his spurs and became a notable member of the brotherhood, able to summon his own warmount and bring Re-Horakhty's favor into being with a small number of spells.

    He even earned the notice of his order's Ordained Champions, Dwarves dedicated wholeheartedly to Re-Horakhty and to bringing war to any that would threaten Dwarvenkind. Usually a caste of warrior-priests, any with a spark of divine spellcasting is able to dedicate themselves to the cause, so long as they can prove their worth with Re-Horakhty's favored weapon, the khopesh. And Garag was able to do that better than many. He took to the life of sword-swinging and foe-smiting with a near reckless abandon, but unfortunately for him, this abandon nearly brought about his downfall.

    While fighting in a cave deep underground against his homeland's most hated foes, the Dark Elves, Garag took a deep cut to his shoulder, nearly severing the artery running under his clavicle, and rendering his shield arm useless for the immediate future. While lying on the cavern floor, bleeding out from his near fatal wound, Garag found solace with the earth soaking up his life force. He took peace in the steady dreams that threatened to overwhelm him, and that was when he realized he could be more than just a sword swinging lout, that he could help guide his fellows with his new-found connection to the rock and earth that he had spent his entire life treading upon.

    It was at that moment that Garag decided there was more to being a Dwarf than simply driving the blade into his foes. Being a Dwarf is about being one with the earth, embracing their stolid nature and unmoving stature, emulating the immovable mountain and the winding tunnels. Being a Dwarf was about being as solid as a rock, but as shifting as the sand. With this realization, Garag decided to leave his mountain home, and to travel across the great Waste, and to meet people other than his fellow Dwarves and the dignitaries that came to trade with his clan. It was time to see more of the earth.

    In his adventures across the Waste, Garag met Nomadic Humans, fierce Orcs, crafty Kobolds, and Wandering Elves. Some he fought with, some he fought against. All he learned from. When his trusty warsteed couldn't keep it's footing in the shifting sands, arrangements were made to procure other mounts. This was when Garag first rode an Ashworm. From then on, his fate was sealed. He would become one of the great Defenders of the Waste. He would become an Ashworm Dragoon.

    Trading in his khopesh (figuratively) for the lance, and undergoing the Consecration of the Shifting Sand ritual, Garag joined the ranks of Dragoons as one of their Paladin members, enjoying a few benefits at the expense of his Ashworm's poison sting. He now rides across the Burning Waste with his Dragoon brothers, combating the evils that arise within, and harassing those that threaten from without.

    Spoiler: Ability Scores

    Attribute Base Racial From Level Total
    Strength 16 0 5 21
    Dexterity 12 0 0 12
    Constitution 12 +2 0 14
    Intelligence 12 0 0 12
    Wisdom 14 0 0 14
    Charisma 12 -2 0 10
    All increases from level go into Strength.

    Spoiler: Build Progression

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin +1 +2 +0 +0 Knowledge (Nature) 2, Knowledge (Religion) 4, Spellcraft 2 Exotic Weapon Proficiency (Khopesh) Aura of Good, Detect Evil, Smite Evil 1/day
    2nd Paladin +2 +3 +0 +0 Knowledge (Nature) 2.5, Knowledge (Religion) 5, Spellcraft 2.5 - Divine Grace, Lay on Hands
    3rd Paladin +3 +3 +1 +1 Knowledge (Nature) 3, Knowledge (Religion) 6, Spellcraft 3 Weapon Focus (Khopesh) Aura of Courage, Divine Health
    4th Paladin +4 +4 +1 +1 Knowledge (Nature) 3.5, Knowledge (Religion) 7, Spellcraft 3.5 - Turn Undead
    5th Paladin +5 +4 +1 +1 Knowledge (Nature) 4, Ride 1, Spellcraft 4 - Smite Evil 2/day, Special Mount
    6th Ordained Champion +6/+1 +6 +1 +3 Knowledge (Nature) 4.5, Spellcraft 6 Mounted Combat Bonus Domain (War), Combat Feats (None), Continued Advancement (Turn Undead), Modified Spontaneous Casting
    8th Ordained Champion +8/+3 +7 +2 +4 Ride 2, Spellcraft 10 - Channel Spell, Divine Bulwark
    9th Ordained Champion +9/+4 +8 +2 +5 Handle Animal 1, Ride 4 Earth Sense Fist of the Gods, Rapid Spontaneous Casting
    10th Ordained Champion +10/+5 +8 +2 +5 Handle Animal 2, Ride 6 - Holy Warrior, War Caster
    11th Earth Dreamer +10/+5 +10 +2 +7 Handle Animal 2.5, Ride 7 - Earth Friend
    12th Earth Dreamer +11/+6/+1 +11 +2 +8 Handle Animal 3, Ride 8 Ride-by Attack Earth Dream
    13th Earth Dreamer +11/+6/+1 +11 +3 +8 Handle Animal 4, Listen 1 - Lesser Tremorsense
    14th Earth Dreamer +12/+7/+2 +12 +3 +9 Listen 4 - Earth Sight
    15th Earth Dreamer +12/+7/+2 +12 +3 +9 Listen 7 Spirited Charge Earth Glide
    16th Ashworm Dragoon +13/+8/+3 +14 +3 +9 Handle Animal 6, Ride 9 - Ashworm Mount, Saddle Bonus
    17th Ashworm Dragoon +14/+9/+4 +15 +3 +9 Handle Animal 8, Ride 10 Trample Bonus Feat
    18th Ashworm Dragoon +15/+10/+5 +15 +4 +10 Handle Animal 10, Ride 11 Tremondous Charge Heightened Sting
    19th Ashworm Dragoon +16/+11/+6/+1 +16 +4 +10 Ride 14 - Relentless Shield
    20th Ashworm Dragoon +17/+12/+7/+2 +16 +4 +10 Ride 17 - Stamp into the Sand
    Spoiler: Spells

    Spells per Day
    Level 1st 2nd 3rd
    1st - - -
    2nd - - -
    3rd - - -
    4th 1 - -
    5th 1 - -
    6th 1 - -
    7th 2 - -
    8th 2 - -
    9th 2 - -
    10th 2 1 -
    11th 2 1 -
    12th 2 2 -
    13th 2 2 0
    14th 2 2 1
    15th 2 2 1
    16th 2 2 1
    17th 2 2 1
    18th 2 2 1
    19th 2 2 1
    20th 2 2 1

    Spoiler: Level Breakdown

    • Levels 1-5: Starting early, Garag plays as a standard sword & board Paladin. Even without the Improved Trip feat, he can still use the unique shape of his khopesh to make trip attempts, helping out his allies with a little battlefield control. He doesn't really gain much from his Divine Grace ability, without the use of a + Charisma item at least, but he still manages to dish out the melee damage, while keeping a healthy dose of AC and HP on hand. He should upgrade his starting Scale Mail with some Fullplate at his earliest convenience, and later have a suit made out of Mithral in order to take advantage of any + Dexterity items he should find himself acquiring, although it is hardly necessary. By level 5, he should be able to cast Magic Weapon, giving him access to Ordained Champion at level 6.
    • Levels 6-10: During this time, he is progressing through the levels of Ordained Champion, still focusing mostly on melee combat, since he doesn't really have that many spells, only 2 first level spells and 1 second level spell by level 10. Spiritual Weapon becomes a relatively useful spell from the War Domain for him to cast, putting another blade on the field to help even out the odds. He has Mounted Combat at this point, and his Paladin Special Mount, so riding in and swinging his sword isn't a bad tactic, and Heavy Warhorses have a hoof attack as well. If terrain favors, he can also charge with a lance to deal some extra damage.
    • Levels 11-15: By this point, his Earth Dreamer abilities start coming online. He gains a few nifty abilities, including the ability to divine the answer to some specific questions, but notably is the Earth Dreamer capstone, Earth Glide, giving him a unique mode of movement, and the ability to make some rather interesting ambush attacks.
    • Levels 16-20: Focusing on mounted combat more now than ever before, Garag also stalls out on his casting abilities. He caps out with 3rd level Paladin and War Domain spells, but cranks his physical damage up a few notches while riding his Ashworm. With Spirited Charge, a pair of Riding Boots, and the Valorous enchantment on his lance, Garag is looking at a x5 modifier to damage with a bonus +2d6 when charging. The best part is, he can trample foes underneath his Ashworm. This gets better at level 20, at which point Stamp into the Sand makes a trampled foe take a full round action to stand back up, taking them out of the fight for a round at a time. Even though the ritual he undertook sacrificed the poison sting abilities of his Ashworm, it is now his Paladin Special Mount.

    Spoiler: Gear

    Like any adventurer, some gear is needed, unless you are playing a VoP character. And Garag is definitely not a VoP character. They say a character should not be dependent upon items to be effective, but unless you make a Wizard or a Sorcerer, you'll never really hit that mark. However, Garag can make do with a minimal number of items. All he really needs is a special saddle (70g) to ride his Ashworm, a khopesh (16g), full-plate armor (1500g), and a heavy steel shield (20g) for melee combat, a lance (10g) for mounted combat, and maybe a light crossbow (35g) or a composite longbow (400g for a +3 Stregth rating) for ranged combat.

    Now, does he get better with magic items? Of course he does! Riding Boots and a Battle Bridle top the list of items he should buy, as does getting his lance enchanted with Valorous. I would recommend something like Ghost Touch or Brilliant Energy for his khopesh, but that's just me. Soulfire (BoED) is always popular for armor enchantments, negating death effects. Strength and Constitution tomes are usually good investments, and the Belt of Magnificence (MHB) is hard to beat, if you want bonuses to all your stats (will boost attack bonus and damage from Str, AC, Reflex saves, Ride checks, and Initiative from Dex, HP, Fortitude saves, and Earth Glide duration from Con, Will saves and bonus spells from Wis, and all saves plus more turn checks from Cha. Standard defensive items also help out, along with a mode of flight (just in case).

    Spoiler: Sources

    Player's Handbook - Dwarf, Paladin, feats, weapons/armor
    Complete Divine - Ordained Champion
    Races of Stone - Earth Dreamer, Earth Sense
    Sandstorm - Ashworm Dragoon, Khopesh, Re-Horakhty (LG Deity, has War Domain)
    Forgotten Realms: Unapproachable East - Valorous Weapon Enchantment
    Miniatures Handbook - Belt of Magnificence
    Magic Item Compendium - Riding Boots, Battle Bridle
    Book of Exalted Deeds - Soulfire Armor enchantment
    Dungeon Master's Guide - Assorted other magical goodies
    DragonLance Campaign Setting - Tremendous Charge
    Image - Google Search for Dwarf Fighter, chose this one, all credit goes to Kodiakcarl, or to whoever he pulled it from. I'm not good at tracing image sources.
    Last edited by WhamBamSam; 2015-02-15 at 02:59 PM.

    Iron Chef Medals
    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV