From the highest mountains to the lowest crags, all who dishonor the dwarven race learn to fear the sound *thunk*. The high avenger, appointed by Clangeddin himself, bearing a hammer inscribed with the dwarven rune Thunk, the mighty headthunker.

Pretty good AB for a dwarven defender, and good AC for an armored build. The stealth is a nice touch, though sneak attacks aren't especially strong. What it lacks in saves it makes up for in HP and the ability to bludgeon people to death. EDR makes dexterity builds all but useless against it.

Played with leveling for a while, thought about going the ED/SCV route, but I liked a strength build with EDR III better.

Headthunker of Clangeddin Dwarf Rogue 11 / Dwarven Defender 10 / Weapon Master 19

Starting Attributes
Str 17
Dex 13
Con 16
Wis 8
Int 14
Cha 6

Playable 1-40 PvM/PvP
Alignment: Any

Attribute Bonuses
Levels 4, 8, 12, 16, and 20 go to constitution
Levels 24, 28, 32, 36 and 40 go to strength

Leveling
01: Rogue(1) Toughness
02: Rogue(2)
03: Rogue(3) Dodge
04: Rogue(4)
05: Rogue(5)
06: Rogue(6) Expertise
07: Rogue(7)
08: Rogue (8)
09: Rogue (9) Mobility
10: Rogue (10) Improved Evasion
11: DwD (1)
12: DwD (2) Weapon Focus (Warhammer)
13: DwD (3)
14: DwD (4)
15: DwD (5) Spring Attack
16: DwD (6)
17: DwD (7)
18: DwD (8) Whirlwind Attack
19: WM (1) Weapon of Choice (Warhammer)
20: WM (2)
21: WM (3) Epic Weapon Focus (Warhammer)
22: WM (4)
23: WM (5)
24: WM (6) Epic Prowess
25: WM (7)
26: WM (8)
27: WM (9) Armor Skin
28: WM (10)
29: WM (11)
30: WM (12) Great Strength I
31: WM (13) Epic Damage Reduction I
32: DwD (9)
33: DwD (10) Great Strength II
34: WM (14)
35: WM (15)
36: WM (16) Epic Damage Reduction II, Great Strength III
37: WM (17)
38: WM (18)
39: WM (19) Epic Damage Reduction III, Great Strength IV
40: Rogue(11)

Final Attributes:
Str 26
Dex 13
Con 21
Wis 8
Int 14
Cha 6

Damage Reduction 15

Final Saves (Vs. Spells)
Fortitude 24 (28)
Reflexes 18 (22)
Will 23 (27)

AB and Damage
(No buffs, normal battleaxe)
43/38/33/28 8+1d8 (18-20 x4)

(+12 to Strength, +5 keen battleaxe, haste)
54/54/49/44/39 14+1d8 (17-20 x4)

AC
21 (22) (naked)
32 (33) (mundane tower shield, mundane full plate)
58 (59) (+5 full plate, +5 Ring of Protection, +5 Amulet of Natural Armor, Haste, +5 Tower Shield)

Hit Points 616 (Max Every Level)

Final Skillpoints 256
Discipline 42 (50)
Hide 43 (44)
Intimidate 4 (2)
Move Silently 43 (44)
Open Lock 1 (2)
Set Trap 43 (44)
Spellcraft 20 (22)
Tumble 40 (41)

(The lack of UMD is a problem. You could always drop spellcraft or set traps for it, or if you find stealth unimportant you could give up hide and move silently for UMD and spot.)

Skillpoint Distribution
01: Hide(4), Intimidate(4), Move Silently(4), Open Lock(1), Set Trap(4), Spellcraft(2), Tumble(4), Save(15)
02: Hide(1), Move Silently(1), Set Trap(1), Tumble(1), Save(21)
03: Hide(1), Move Silently(1), Set Trap(1), Spellcraft(1), Tumble(1), Save(25)
04: Hide(1), Move Silently(1), Set Trap(1), Tumble(1), Save(31)
05: Hide(1), Move Silently(1), Set Trap(1), Spellcraft(1), Tumble(1), Save(35)
06: Hide(1), Move Silently(1), Set Trap(1), Tumble(1), Save(41)
07: Hide(1), Move Silently(1), Set Trap(1), Spellcraft(1), Tumble(1), Save(45)
08: Hide(1), Move Silently(1), Set Trap(1), Tumble(1), Save(51)
09: Hide(1), Move Silently(1), Set Trap(1), Spellcraft(1), Tumble(1), Save(55)
10: Hide(1), Move Silently(1), Set Trap(1), Tumble(1), Save(61)
11: Discipline(14), Spellcraft(1), Save(49)
12: Discipline(1), Save(52)
13: Discipline(1), Spellcraft(1), Save(53)
14: Discipline(1), Save(56)
15: Discipline(1), Spellcraft(1), Save(57)
16: Discipline(1), Save(60)
17: Discipline(1), Spellcraft(1), Save(61)
18: Discipline(1), Save(64)
19: Discipline(1), Spellcraft(1), Save(65)
20: Discipline(1), Save(68)
21: Discipline(1), Spellcraft(1), Save(69)
22: Discipline(1), Save(72)
23: Discipline(1), Spellcraft(1), Save(73)
24: Discipline(1), Save(76)
25: Discipline(1), Spellcraft(1), Save(77)
26: Discipline(1), Save(80)
27: Discipline(1), Spellcraft(1), Save(81)
28: Discipline(1), Save(84)
29: Discipline(1), Spellcraft(1), Save(85)
30: Discipline(1), Save(88)
31: Discipline(1), Spellcraft(1), Save(89)
32: Discipline(1), Save(92)
33: Discipline(1), Spellcraft(1), Save(93)
34: Discipline(1), Save(96)
35: Discipline(1), Spellcraft(1), Save(97)
36: Discipline(1), Save(100)
37: Discipline(1), Spellcraft(1), Save(101)
38: Discipline(1), Save(104)
39: Discipline(1), Save(107)
40: Hide(30), Move Silently(30), Set Trap(30), Tumble(27)


Added class split in title - Kail Pendragon
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CATS!

Edited By Kail Pendragon on 05/08/06 08:12

Well, with the low DEX and heavy armor, hiding might end with little to no use, take UMD only if your server allows you to take real advantage of it.
I'd use it more like a tanker, the AC/HP/DR is fine. The problem there is that you have no Knockdown, with your 6d6 sneaks, probably Knockdown could replace ANY epic feat, I'd change it for Armor Skin, but mind me, I get this strange idea that characters with DR don't depend too much on high ACs, it is a wrong appreciation in some cases though. If you don't get Knockdown, you could as well forget about the Rogue as it looses like half of its benefit.

Aside from that it's pretty good, damage and AB are good, overall nice, sometimes I just get bored with buffing, this kind of guys are refreshing.
Quote: Posted 05/09/06 23:32:04 (GMT) -- Thaxll'ssyllia

Well, with the low DEX and heavy armor, hiding might end with little to no use, take UMD only if your server allows you to take real advantage of it.

Depends. 36 Hide/Move Silently (switch out the shield when sneaking) is enough for hunting most melee types and mages without true seeing, but on a server with abundant true seeing, UMD is definitely better. Also, you might switch them out for disable traps and open locks.

Quote: Posted 05/09/06 23:32:04 (GMT) -- Thaxll'ssyllia

I'd use it more like a tanker, the AC/HP/DR is fine. The problem there is that you have no Knockdown, with your 6d6 sneaks, probably Knockdown could replace ANY epic feat, I'd change it for Armor Skin, but mind me, I get this strange idea that characters with DR don't depend too much on high ACs, it is a wrong appreciation in some cases though. If you don't get Knockdown, you could as well forget about the Rogue as it looses like half of its benefit.

Ironically, dropping rogue for monk would get you improved knockdown. However, rogue is useful for set traps if nothing else. Personally, I'd say that if you really want knockdown, you should drop two great strengths and get improved knockdown. AS, EP and EWF are too valuable to lose.
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CATS!

Edited By avarielo on 05/09/06 23:40