Hammer and Stone: The Dwarf Handbook 2.0

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Hammer and Stone: The Dwarf Handbook 2.0

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Revision
A long time ago, I posted the first Racial Handbook, Hammer and Stone.  It inspired a number of others, but I never quite finished mine.  I ended up with a small blurb for each class, and about six classes done in ridiculous detail.  And that proved my undoing.  The detail was too much work, and too much text.  It turned out that I didn't have enough reserved posts to go into that much detail in every class.  So after posting at least a blurb for each existing class, I abandoned the project.

So why am I back?  In a word, Essentials.  Finding out that Essentials would let dwarves trade their Wis bonus for a Str bonus meant that everything was changing for dwarves.  So I dusted off the old guide, and figured out how to scale down a little.  It's still pretty detailed, going over different builds, and suggesting at-wills.  Going through every single dwarf-only paragon path and feat, as well as some that are not quite dwarf specific but definitely dwarf themed.  And that brings me to this, the Dwarf Handbook 2.0.  Leaner, but more complete.  It's not quite done yet, but it'll get there.


So, you're a dwarf, eh? And you've reached an age where it's time to choose what you want to do with your self? Don't want to live with your mom and pop and siblings and cousins and aunts and uncles and grandparents any longer? I imagine some of you might find it a bit crowded. You could settle down, take up a craft, and start a family, but some dwarves... they just don't settle down as well as the rest of 'em. They want to see some sights, fight some trolls, loot some treasure troves, maybe become filthy rich, before they even think about the family stuff. But first you've got to figure out what you're good at, and what you want to be good at.

Well, you're a dwarf, so that means that you're tough and you can catch your breath with barely an effort at all. And if you haven't spent all your time working in the mines, that means you've got common sense too.  And if you did spend your youth in the mines, at least you've got a strong back.  What you're not is fast. Those short legs may be good for keeping you where you want to be and continuing on no matter how heavy the load, but don't expect to keep up with the elves when they're sprinting. Don't worry, though, you'll catch them in the long haul.

For everything else, you've got to work at it. You want to be quick, or book smart, or pretty, you've got to do the work. Fortunately, hard work is another thing dwarves are good at. Before we talk careers, let me tell you a story. You've heard it before, but it's important to understand our place in the world, so I'll tell you again:

History
Long ago, Moradin made the first dwarves, the Firstborn, to help him in his work, skilled craftsmen who served as his apprentices. The Primordials who created this world saw their handiwork, and grew envious, finally asking Moradin for dwarves of their own. Pleased at their appreciation, Moradin gave generously, and then turned back to his work.

But the dwarves who were meant to be the Primordials' helpers instead became slaves to their creations, the giants, and labored long under their brutal masters. We cried out to Moradin for help, but he couldn't hear us over the din of his hammer.

Some grew tired of calling for help, and instead surrendered to their slavery. But others, when they ceased calling out to Moradin, looked elsewhere. Some learned to trust in their own power, their strength of muscle and of heart. Others learned to tap into the power of magic which seeped into the land, power that could be seized by those with the wit and will to use it. Still others made allies of the spirits of the world who also suffered under the Primordials' oppression. And a very few wrested power from death itself.

We took up the tools of our slavery--the axes with which we felled our masters' forests, the picks with which we dug their mines, and the hammers which we used to turn those raw materials into the great works of art they demanded from us--and we turned them against our masters. Thus began our rebellion against the giants, a brutal war which we could not hope to win when they had the power of the primordials on their side.

We would have been wiped away, had not Moradin finally looked up from his labor and beheld our plight. His fury shook the mountains. I know that some stories say it was the war of the gods that finally got his attention, but my priest always taught me that it was Moradin's anger that began that war, dragging the rest of heaven behind him. Whatever the case, Moradin finally came to his children, and gave generously of his divine power to assist us in that battle, enabling us to wield his might against our enemies.


We gained our freedom, but we never forgot the lessons we learned. And there are still dwarves who follow each of these paths to power. You're going to have to choose one yourself:

Martial When Moradin was slow to answer, we learned to rely on our own strength. We still have a martial culture: no matter who we are, we know how to use a hammer and hit hard. Still, there's more to it than that. If you choose the martial path, expect to have to work at it.

Arcane To be honest, this is the one source of power we are least suited for. But while you may need to spend long hours in study to make use of it, it can be done, and don't underestimate how potent magic can be.

Divine Perhaps it was in shame because of his earlier negligence, but when Moradin finally came to our aid, he gave us an extra measure of his divine power. It is hard to go wrong putting your trust in Moradin, and it comes easiest to us.

Primal The elves always claim a special connection to the wilds, but they keep forgetting: we were here first. Some of the first dwarves to escape the giants' slavery found refuge with the spirits of the world. When Moradin finally returned to us, some dwarves were glad to accept him--others never could forgive him for his long absence. These Wild Clans have no divine worshippers, but instead cultivate their relationships with the spirits, and look to them to fill their needs. Even some dwarves who've accepted Moradin maintain close ties to the primal spirits, and the rest of us still have a soft spot in our hearts for them.

Shadow Death has a power all its own.  And a few of us dare to draw on that power.  Most call them evil, but somtimes even evil can be used to do good.  We still only hear rumors of those wielding this power, necromancers who lead armies of the dead and hexblades who curse their enemies, but assassins--well, they've been around for a while.

Since that time, a new power has emerged:

Psionic You'll hear those flighty fey call it the power of imagination or the power of the mind, or some such nonsense.  What it really comes from is pure stubborness: the unwillingness to accept the world as it is, and the strength of will make it what it should be.  Yes, we dwarves aren't good at all psionic professions, but when we're good, we're really good.

Instead of telling you that your career choices are good or bad, I'm just going to tell you whether they're easy or hard. Hard choices aren't impossible, but they require real dedication to succeed with, and sometimes making the hard choice means that you'll have fewer good choices down the road. Colors mean something different here than usual:

Sky blue -- An easy choice. Something obvious that works.

Blue -- A pretty easy choice. You can mess it up, but it'll take some effort.

Black -- A medium choice. Most of the time, it'll work out okay, but be careful of possible mistakes.

Purple -- A fairly hard choice. It will take some effort to make it work.

Red -- A hard choice. If you want to make it work, you have to plan carefully.

The focus will be on building a dwarf of a particular class, so while I'll go through the standard options and recommend some at-wills, I won't go through every feat, power, and paragon path. That's what the class guides are for. Instead, I'll focus on those feats and paragon paths which are different for dwarves, either dwarf-only, or where being a dwarf can alter the effectiveness. I won't go through non-at-will powers at all.

Key:
MP - Martial Power
MP2 - Martial Power 2
AP - Arcane Power
DP - Divine Power
PrP - Primal Power
PsP - Psionic Power
PHB - Player's Handbook
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3
FRPG - Forgotten Realms Player's Guide
EPG - Eberron Player's Guide
D XXX - Dragon Magazine, issue XXX
Dwarf Basics

Ability Scores: Dwarves are hardy, and either strong or wise.  It used to be that there weren't any good matches for our ability scores, but that has changed.  First with a whole lot more classes, and most recently since Strength has become an option.  More classes have Strength as a primary than any other, and hardiness is useful for every class.  The one downside is that dwarves with Str and Con don't have a bonus in any defense besides fortitude.

Skill Bonuses: You probably don't need dungeoneering or endurance often, but you'll be glad of the bonus when you do.

Cast Iron Stomach: And they said that all that drinking wasn't good for you.  Useful when you need it.

Dwarven Resilience: This is where dwarves shine.  We can heal ourselves with just a minor action, and launch ourselves back into the fray without bothering the healers.

Dwarven Weapon Proficiency: It's rare that you'll need this.  Most classes who want to use a warhammer already get a proficiency, and most melee dwarves take Dwarven Weapon Training right away and get something bigger.  Still, there are a couple of feats (e.g., Lethal Hammer Training) and paragon paths (e.g., Hammer of Moradin) where it's useful to have.

Speed: Admit it: we're slow. Fortunately, it's not as bad as it might be, thanks to:

Encumbered Speed: Any dwarf that wears heavy armor--and what sort of elfish dwarf doesn't?--has no problem keeping up, because it doesn't slow him down.  For this reason, we favor heavy armors, even for those professions that usually eschew them.  I'd give this a higher rating, but it's really making up for a disadvantage.

Stand Your Ground: A dwarf doesn't move unless he wants to.  You resist forced moves and being knocked down.  This is yet another reason we make superb defenders, but it's useful for other professions too--no one likes falling on their face.

Racial Feats: And this is another reason we're good at our jobs.  We have some of the best feats, even feats that help us be good at tasks we normally couldn't make it at.

A word to you ex-dwarves (aka dwarf-souled revenants)
So you died and the Raven Queen sent you back, huh?  Well, good for you.  You might want to consider a change in career, though.  'Cause let's face it, you couldn't have been that good at your previous one, else you wouldn't have been downsized the hard way.

The good news is that you still get all those great feats that make being a dwarf so much easier, you can still recover your breath quickly with the Dwarf Soul feat, and you're more agile than ever.  The bad news is that you no longer get a bonus to Wisdom or Strength, and you don't have the excellent balance that makes it so hard to push dwarves around.  So, if you were in a divine class or a primal class, or one of the many Str-based melee classes, now'd be a good time to reconsider.

So what class should you take now?  First and foremost, Rogue just got a lot easier.  Put all those feats meant to make up for our deficiencies in that career to good use.  Then, of course, there's Assassin: that's custom made for revenants of all types.  Finally, you were already pretty decent at monk.  Now you're excellent.

The bottom line is that you now do well with Dex-primary classes, but you're hurt in all those classes that rely on Wisdom or Strength.  And pay particular attention to the feats--those are what you really want.


General Dwarf Feats

These are feats any dwarf can use, regardless of class or power source.  Class and power source specific feats will be found in the appropriate place:

Dwarven Weapon Training (PHB) - This gives you access to a host of high damage superior weapons, and makes you do more damage with them than others. Get it right away, so you can start out with your favorite weapon, instead of scrounging for it later. Keep it forever.

Dodge Giants (PHB) - While the +1 to AC and Reflex is certainly useful, you won't get the most use out of this until late Heroic, early Paragon tier, where you meet large monsters more often.

Gold Dwarf Pride (FRPG) - This is situational. You really don't want to get knocked out of the fight, but if you find it happening with any regularity, you might consider this.

Shield the Fallen (FRPG) - This is a powerful feat that helps you do your job of protecting your allies when they're in trouble. It's definitely worth taking if you're a defender or a leader.

Dwarven Durability (PHB) - Take it and love it. More healing surges, more healing from them, and it stacks with Durable.

Forgeborn Heritage (D383) - Scaling resist to four elements, plus a scaling encounter power (Elemental Legacy) to apply any of them to an enemy.  What's not to love?  Feats which require Foreborn Heritage:
Forgeborn Heritage Feats

Iron Hide Resilience (D383) - Triple your resistance from Forgeborn Heritage to truly frightening levels.

Ancestral Wrath (D383) - Extra speed is nice, but do you really want to stay bloodied?

Keen Hatred (D383) - A bonus to your next attack roll, but it's still only once an encounter.  Still, it's good when you're setting up an important encounter or daily.

Wrathful Legacy (D383) - A re-use of your Elemental Legacy once bloodied.  Okay.  Better with Keen Hatred.

Improved Legacy (D383) - Significantly more damage from Elemental Legacy.  If you can combine it with Wrathful Legacy, then you're on to something.

Wrathful Resurgence - A significant temp hp bonus with second wind, so it's almost like you have significantly more hit points.

Poison Plague Feast (D385) - Too conditional to be of much use.

Stone Cunning (D385) - A feat bonus to dungeoneering is nothing special, but an untyped bonus to notice traps, hazards, and secret doors is nice.

Mror Stalwart (EPG) - While the errata labels this as an untyped bonus, the compendium says it's a feat bonus.  If that's the case, it's worthless, as a feat bonus doesn't stack with the expertise feats.  But an untyped attack bonus when you attack before you move is really nice.  Unfortunately, it's tied to a specific background, so you probably won't be able to use it outside of an Eberron game.

Dungeon Experience (D385) - It's not a dwarf-only feat, but the ability to pick locks and disarm traps with dungeoneering, which you're good at, in place of thievery, which you're probably not, is an excellent choice for any dwarf who's not Dex primary but who may be expected to get the party past locks and traps (many non-rogue strikers find themselves in this position).


General Dwarf Paragon Paths

These are dwarf paragon paths which aren't restricted to class or power source.

Firstborn of Moradin - Unlike most racial paragon paths, this locks you onto a single stat, Strength.  Fortunately, it's one where you get a bonus now.  A decent defensive path, but only if you have a strength primary build.  

Fireforged Champion - This path does a lot of fire damage, which is unfortunately one of the most common resistances.  Fortunately, you burn through fire resistance as though it's not there.  Back on the unfortunate side, your fire powers harm allies adjacent to you as well.  Particularly egregious is Fire for Blood, which is always on when you are bloodied, so you have no control over it.  So this isn't a good choice for dwarves who have freinds.

Self-reliant Dwarves: Martial Classes

Are you ready to work hard? Because that's what you're gonna have to do. The martial classes are all about making the best use of your own strength of muscle and will, and fortunately for dwarves, we have both in full supply.  

Dwarf Martial Feats

Resilience of Stone (MP2) - The ability to heal as an interrupt is the difference between being the last dwarf standing and lying bleeding on the ground.

Dwarven Recovery (MP2) - +5 to saves is huge.  And when you need to save, you really need to.

Epic Recovery (MP) - Not a dwarf-only feat, but included because the ability to use Second Wind twice per encounter was made for dwarves. Even you might have trouble getting that level of Con, though.

Stoneheart Warrior (MP) - Second wind as free action. What makes it blue is that free action means you can use it even when it's not your turn. Combine with Epic Recovery for twice the fun.

Grudge Style (D2009) - This would be more useful if it worked with powers you'd want to take.  Still, it turns some weak powers into reasonable ones.  Works best for Rogues.


Fighter (PHB Defender)

Credits
I have to credit lordduskblade's Fighter Handbook for a lot of information. Go there if you want the full story on building a fighter.


Ah, the archetypal dwarf fighter. We've been doing it since the beginning, and we're good at it. Get one thing through your head though--you're going to have a hard time hitting as much as others. We use hammers and axes 'cause they're ours, but it's not as easy to hit things with them as with a sword. Fortunately, we have the muscle to make our hits count. Best of all, we have plenty of feats to help us out.

Advantages: Bonus to Con and Strength. Minor action second wind. Resistance to being shoved around or knocked down. No speed penalty from heavy armor. And a host of racial feats.

Disadvantages: Slow movement (about canceled by lack of speed penalty). Tendency to favor weapons with lower proficiency bonus.

Fighter Talents

Battlerager Vigor (MP) - You may have the hard time hitting the broad side of a sleeping dragon, but by Moradin, you're gonna make him hurt when you do, and he's gonna have a hard time doing the same to you. Don't forget to take the Endurance skill! Those invigorating powers won't do you much good if you don't. Dwarf Stoneblood (MP) is an important feat, as it makes you even tougher, but don't feel you need to take it right away. It'll keep, and you have some higher priorities, such as Dwarven Weapon Training (PHB). Devoted Challenge (MP) is a good feat for you, as it helps make you stickier. Crushing Surge and Brash Strike are obvious choices as your two at-wills, the first to give you a bump of temp HP when you need it, and the second to actually hit something. Since Con will be your second highest stat, you'll probably want to use either a Craghammer or Mordenkrad. This has the added bonus of doing damage even when you miss, once you take Hammer Rhythm in Paragon. This is one reason Dual Strike isn't a great option--there's no double hammer. For your stats, put your bonus in Strength over Wisdom, and pump it and Con.  Having a decent wisdom will help a lot, though, so don't neglect it.

One-handed weapon (PHB) - In some ways, this is easier than the battlerager, as you hit more often, and you aren't quite so narrowly confined in armor and weapons. Again Dwarven Weapon Training (PHB) is the obvious feat, as is Devoted Challenge (MP)--though it's not as critical here. Crushing Surge and Brash Strike are both still good at-wills, but you should consider Tide of Iron, for an at-will that pushes. You'll probably be using either an Waraxe or a Craghammer, depending how much you want to invest in Con. There is the option of taking Dual Strike, in which case an Urgosh or Double Axe is the obvious choice. Again, put your flexible bonus in Str.  If you're going hammers, you'll want to pump Con, but if you prefer axes, you can start with a 15 Con [including racial bonus] and invest in Wisdom instead, and still qualify for the mastery feat.

Two-handed weapon (PHB) - Don't feel too bad, this route isn't easy for anyone. You're giving up AC (and powers and feats associated with a shield), and you don't get the temp HP of a battlerager. The increase of damage isn't incredible, but you might get some use out of it. You'll probably be using either a Mordenkrad or a Executioner Axe, unless you decide to go for a pole-arm (in which case, your best choice is halberd). So Dwarven Weapon Training is still your best friend. Consider training Endurance so you can use invigorating powers. Brash Strike is a bit riskier for you, but Cleave and Crushing Surge can keep you standing.  Put your flex stat in Strength, and favor Con over Wisdom.

Tempest Technique (MP) - Tempest fighters rely on Dexterity, and that's not one of your strengths. It's not impossible though. Something's going to have to give, and in your case, it'll probably be Con. The problem is, neglecting Con completely makes it difficult to get the weapon feats for axes, much less hammers. So while you can do it, this is one of the few dwarven melee fighters who should seriously consider an option other than Dwarven Weapon Training, such as Weapon Proficiency (Double Sword).  Still, if you want to stick with axes, there's the double axe and urgrosh. For your at-wills, Dual Strike is obvious. Footwork Lure is good for drawing off the enemy. Flex stat goes in Str, and you're going to build up Dex at the expense of both Wis and Con.

Brawler Style (MP) - This talent is all about holding people in place.  Unfortunately, it has Dex as a secondary, so it's not a great option for you.  You still need a weapon in your other hand, and since you won't be investing in Con, axes are a better choice.  You'll want Grappling Strike for your at-will, but Slash and Pommel is weak, so grab Brash Strike instead.  Flex stat goes in Str, and Dex gets the nod above Wis and Con.


Dwarf Fighter Feats

Devoted Challenge (MP) - It is your job to keep the enemy focused on you, and Combat Challenge is the way you do that. If you can't hit with combat challenge, then you can't do your job. This feat makes you better able to hit. If you have a low attack and even moderate wisdom, you want this.
 
Dwarf Stoneblood (MP) - This is a good, Battlerager only feat. It's not your highest priority feat, but take it when you can.

Enduring Wallop (MP) - Ongoing damage equal to your Con modifier, or extra ongoing damage equal to your Con modifier, whenever you hit with a daily using an axe, hammer, or pick. This is very nice.

Stonefoot Reprisal (MP) - An opportunity attack is good, and so is negating forced movement, but you're already pretty good at avoiding being moved, so this one depends on how often it comes up.


Dwarf Fighter Paragon Paths

Earthheart Defender (FRPG) - A bonus to hit after using Second Wind, and a close burst daily which creates a zone of slow that lasts the rest of the encounter and moves with you, and more. Some nice features, with the caveats that the attacks don't add attribute damage and most of the bonuses only come into effect when you're bloodied. That said, if you combine it with Epic Recovery, you can do it twice during a tough fight.

Dwarven Defender (MP) - Forced movement becomes a thing of the past for you, and even your allies get better at staying put.  And your AC can go through the roof.  If toughness is your game, however, you may prefer Dreadnaught.



Ranger (PHB Striker)

Credits

LordDuskBlade's Ranger Handbook is indispensible for this.


So, you want to explore? Whether it's the great outdoors or the deep, dark caverns, that's what rangers do. And when it comes to the caverns, our Cavers are the best in the world. What we're not is as quick or woodsy as the elves, nor as strong as the Dragonborn or some humans. Don't let that slow you down--you can still be effective, you just have to play to your strengths.

Advantages: A bonus to Con and Str or Wis. A bonus to Dungeoneering. Second Wind as a minor action. Some applicable racial feats.

Disadvantages: No bonus to Dex. Low speed. Tendency to favor weapons with lower proficiency bonus.

Weapon Styles

Two Weapon Style - Wreaking havoc with two axes or two hammers is how you get things done. This build typically dumps Dex entirely and uses heavy armor instead. Fortunately, our sturdy legs can handle the weight and it won't slow us down. Hammers typically do the most damage, as two attacks guarantee 2xCon even if you miss with both if you invest in Hammer Rhythm, but Axes aren't too shabby either, as you get two chances to Crit. For at-wills, Twin Strike and Marauder's Rush are typically the most effective. No matter what type of ranger you are, you'll want Twin Strike. You may want Running Attack instead of Prime Shot.  Put your flex score in Str, and pump Con and Wis.  You can dump Dex entirely once you get to heavy armor.

Archery Style - This isn't a common one for dwarves, and Hunter Style generally has more going for it. You'll want to stay with light armor. The best at-wills are Twin Strike and Nimble Strike. Strength won't do you much good if you're going straight archery, so put your flex score in Wisdom, and max it and Dex.  Maybe put enough in Con for some feats.

Beast Mastery - This build typically doesn't do as much damage, but adding another melee specialist to the party allows significant tactical advantages. Since the powers key off Strength, you really can't do this with a ranged specialist. The Wolf and Lizard are strong companions, and the Raptor helps give you Quarry on whoever you want, but the Boar has a significant bonus in HP due to the Dwarven ranger racial feat (the only one they get). Axes work best for you, since you can qualify for them while investing in Wisdom. You'll still want Twin Strike--you always want Twin Strike--and Circling Strike is good for flanking. Since you'll likely be pumping Wis sky high, Predator Strike is nice too. For a weapon, pick up either an Urgosh or a Double Axe, since you don't get the ability to wield regular sized one-handed weapon in each hand.  Put your Flex score in Strength and pump Wisdom, which gives bonuses to Beast powers.

Hunter Style - This is a Dex-based class for those who swap between ranged and melee often.  It offers some melee powers that work off Dex to reduce MAD, but Dex isn't an attribute you normally invest in.  Your powers are Twin Strike and either Nimble Strike, or for melee flexibility, Fading Strike. You'll want your flexible bonus in Wis, and max it along with Dex.

Marauder style -  This alternative to Two Weapon Style builds defense rather than offense, and comes with a nice bonus to speed.  You'll probably want Running Attack instead of Prime shot, and you'll want Twin Strike and Marauder's Rush as your at-wills. Put your flex stat in Strength, and pump Con and Wis.  You can generally dump Dex if your take heavy armor proficiency.


Dwarf Ranger Feat

Thundertusk Boar (MP) - If you picked a boar for your animal companion, this makes them tougher. It's needed to make them worthwhile for you.




Rogue (PHB Striker)

Credits

Once again, Lordduskblade's guide is the best place to go.  He thoroughly covers all the martial classes.


So, you think you're sneaky. I shouldn't encourage you, but by the Nine Hells, sometimes a dwarf's gotta do some underhanded stuff to get the job done. You're going to be at a disadvantage, though. You don't have the quickness of a burglar, or the tongue of a con-man, not unless you devote the time to developing those attributes. That toughness you're so proud of just doesn't cut it. Your common sense will do you some good, assuming that the fact you're even considering this career doesn't mean you've lost it, but you'd do better to trade it in for Strength. Fortunately for aspiring dwarf rogues, the rogue class is very single attribute dependent. As long as you can maximize dexterity, you're in pretty good shape. You'll want one of the secondary stats, but you can completely dump the other and not lose anything aside from some limited options.

Advantages: A bonus to Wisdom (useful for skills) or Strength (useful for Brutal Scoundrel builds). Con's nice to have, and opens up some unusual feats for rogues. Second Wind as a minor action. A few applicable racial feats.

Disadvantages: No bonus to Dex, Cha, or Int. Tendency to favor weapons with lower proficiency bonus. Low speed.

Alternatives
Being a rogue is hard for a dwarf, so you might want to consider other ways to get roguish powers.

Fighter/MC Rogue (PHB) - This is quite possible. Tempest and One-handed are the obvious choices, but be careful with tempest--it's not a good choice with Tunnel Stalker, so you'll probably prefer Double Sword. The advantage with starting with Fighter is you get a +1 to your weapon, no matter what you use.

Ranger (PHB) - A ranger does more damage overall, and Hunter's Quarry in particular does as much damage and is easier to get than Sneak Attack with Tunnel Stalker. MC Rogue if you want some of the powers and feats, or you can just take the Thievery skill, or better yet, the Dungeon Experience feat, and get most of what you need. This build's the best for wielding two waraxes, or for ranged attacks, and the skillset meshes well with rogue's.

Die (D376) - I bet you think I'm kidding.  Here's why I'm not: if you die, you can come back and try again, this time as a revenant.  You get a bonus to Dex, you still get Con, second wind as a minor with a feat, and, best of all, you still get access to all those dwarf feats.  Definitely worth a look.

Still here? Well don't say I didn't warn you.


Weapons
Whereas fighters can just pick up an axe or a hammer and get to work, rogues need to be more careful.

Dagger (PHB) - You're the most accurate with this one, and if you take the Daggermaster paragon path, you'll do the most damage with this in paragon. So even if you choose another weapon, keep a enchanted dagger on you at all times, for ranged attacks or attacks which just can't miss. Remember, any thrown weapon with an enhancement automatically has the Returning property.

Rapier (PHB) - This requires a feat, but it'll do the most damage through heroic tier.

Waraxe (AV) - You're a dwarf. What self respecting dwarf fights with a butterknife or some skinny stick of a rapier? The bad news is that the Waraxe is the least accurate weapon you could pick, and you won't do as much sneak attack damage with it. The good news is that by epic tier it doesn't matter. You'll do more damage with an axe than any other weapon. (About equal to Daggermaster for 2[W] powers, better for 3[W] or higher, better than rapier all around.) If you use this weapon, you'll prefer higher [W] powers.

Warhammer (PHB) - Unfortunately, the hammer's legendary reliability just isn't enough to keep up with the swinginess of the high damage striker. It's not terrible, but it's not great. You'll need Tunnel Stalker to use a superior hammer with rogue powers and sneak attack, but lethal hammer training's probably a better way to go.

Hand Crossbow (PHB) - This has range, but not much in the way of accuracy or damage. The feat Two-fisted Shooter may make it worthwhile.

Superior Crossbow (AV) - If you need the range, this has it, along with damage and accuracy. The load minor's a pain though, so consider the Swiftshot property or Speed Loader Feat.

Throwing Hammer (PHB) - You may be tempted to use this traditional dwarven weapon, but you'll get more out of a dagger.

Short sword (PHB) - Not as much damage as a rapier or waraxe, nor the attack bonus of a dagger.

Shuriken (PHB) - A dagger's accuracy generally does you more good.

Summary

Heroic: Rapier>Dagger>Warhammer>Waraxe
Paragon: Dagger (certain paragon paths only)>Rapier>Waraxe>Warhammer
Epic: Waraxe>Dagger (certain paragon paths only)>Rapier>Warhammer

Note that all three assume you'll be able to take the feats. If you're going Artful Dodger, then you should stick with either a Rapier or a Dagger.


Rogue Tactics

Brutal Scoundrel (PHB) - This is the easiest for a dwarf to excel in. You'll focus on Strength and Dex, increasing it each time--you shouldn't need to spend attribute increases on Con if you plan ahead. Making axes work is tough, though, so you might decide Rapiers or Daggers are an easier route. At-wills of choice are Piercing Strike and either Deft Strike or Acrobatic Strike, which helps you move more. Put 18 in Dex, and your flex stat in Str.  Con should start at 15 [with racial] and need no more investment after that.  This way you'll qualify for axe mastery at the end of the day.

Artful Dodger (PHB) - This is harder. If you're going this route, you're not going to be able to take Axe or Hammer weapon feats, and you probably can't afford the pre-reqs to Tunnel Stalker anyway, so you should resign yourself to a dagger or rapier. Piercing Strike and Deft Strike are still the best, though you might consider Sly Flourish for the extra damage, or Disheartening Strike for self protection. You'll probably still want to put your flex stat in Str, for the advantage to certain powers, and always max Dex.

Ruthless Ruffian (MP) - This has the least to offer dwarves, as its features depend on using a club or mace, and it uses both Str and Cha, whereas you have a hard time affording more than one. Fortunately, dumping Cha is quite possible, and maces work for Hammer Rhythm. Your at-wills should probably be Piercing Strike and Disheartening Strike, but consider Deft Strike for the extra movement. Be sure to take Intimidate to take advantage of those Rattling Powers you're planning to take. Again, 18 in Dex, flex stat in Strength.

Cunning Sneak (MP2) - This is all about staying hidden, and it's the sole Int based rogue tactic.  Fortunately, you don't really need the secondary.  It's also ranged based, so you probably will be preferring crossbows over axes.  Your at-wills of choice are Gloaming Cut and Disheartening Strike or Deft Strike, though you may consider other ranged or melee options.  This is one option where you may consider Wis over Str, for the skills as well as the defenses, if you are investing in Int.  Otherwise, you may still want Str for its applications in certain powers.  Max Dex as usual, keep Int positive, and invest in others as desired.


Dwarf rogue feats

Dwarf Trapsmith (MP) - If all your party wanted was high damage, they would have hired a ranger. No, they wanted someone to open locks and disarm traps, and you're the best in the business.

Tunnel Stalker (MP) - If you want to use an axe with rogue powers and sneak attack, you need this. It takes some careful builds to make it work, but you can beat daggermaster with it.

Lethal Hammer Training (MP2) - Only works with warhammers and throwing hammers, but you don't give up a die of sneak attack, and you're already proficient with them.



Warlord (PHB Leader)

Credits

Once again LordDuskBlade's the go-to guy for the handbook.


You saw that famous portrait of the dwarven warlord Bergrom Earthfast, did you? You figure you can be just like him? Well, Bergrom was a one-in-a-millon leader: a dwarf like him comes along once every thousand years. But maybe you have what it takes, if you're willing to train for it.

Advantages: A bonus to Str and Con. Second Wind as a minor actions. No speed penalty from heavy armor. A few applicable racial feats.

Disadvantages: No bonus to Int or Cha. Tendency to favor weapons with lower proficiency bonus.

Commanding Presence

Bravura - The Bravura build has the advantage of being less dependent on Int and Cha than other builds. That's not to say you get no benefit--just that it doesn't matter as much. Typically you'll want Intuitive strike and Brash Assault, but you might consider Direct the Strike, Viper's Strike, or Rousing Assault (which buffs your healing).  Put your flex bonus in Str, and pump Charisma.  Some builds can put their points in Wisdom instead.  No build should neglect their Con.

Tactical Presence - This requires investment in Intelligence, no getting around it. Your at-wills of choice are Commander's Strike and Intuitive Strike. Put your flex stat in Str and maximize your Int--this is one of the few builds where a higher secondary stat than a primary stat might be recommended.    

Inspiring Presence - The Charisma based build. For at-wills, you probably want Intuitive Strike and Direct the Strike.  Put your flex bonus in Str and pump Charisma.

Resourceful Presence - This one's the hardest for a dwarf to pull off, since it requires investment in both Int and Cha, and you don't have a bonus to either. Best at-wills are Intuitive Strike and Commander's Strike--although if your Int and Cha are particularly low, you may want to consider Brash Assault or Intuitive Strike, which don't have an Int or Cha dependency.
 
Insightful Presence - And we finally get a warlord build based on Wisdom, except that we have to give up Wisdom to get a bonus in the primary stat.  The presence AP benefit isn't great, but it's not a bad idea to build a warlord based on wisdom, as dwarves get Bolstering Inspiration, an excellent feat that benefits from the stat.  Best at-wills are Intuitive strike and Direct the Strike, though you can take Brash strike instead.  Apply your Flex bonus to Str, but don't neglect your Wisdom.

Skirmishing presence - Another one which benefits from wisdom, but this one focuses on ranged combat.  Fortunately, ranged combat works with thrown weapons (even ones with the throwing enchantment) and crossbows (get superior crossbow proficiency ASAP).  At-wills of choice are Paint the Bull's Eye and Risky Shot.  Again, the flex bonus goes to Str, but buff your Wisdom.  Since you're a ranged combatant, you may end up with a lower Con than usual.


Dwarf Warlord Feats

Bolstering Inspiration (MP) - If you have a build which depends on wisdom, this makes it very useful.

Steadfast Tactics (MP) - Use inspiring word on an ally, and they resist pushes like a dwarf for the rest of the encounter. Very nice, assuming you're not in an all-dwarf party.


Dwarf Warlord paragon paths

Earthfast Brigadier (MP) - Not dwarf-only, but definitely dwarf themed, and a good choice if you have a decent Con. Bravura Warlords should consider it.


Devout Dwarves: Divine Classes

This is where we excel. Moradin gave us a little extra spark of the divine when he rescued us from the giants, and it shows. Oh, sure, some may say the elves make better clerics, or the dragonborn better paladins, but I'll take a dwarf over either of them any day. We'll see who's still standing when the dust settles.  

Dwarf Divine Feats

Symbol of the Sonnlinar (D385) - Not dwarf only, but does require you to worship Moradin.  Make any hammer, axe, or pick a  divine implement.  Worthwhile for any dwarf who doesn't want to spend money on a holy symbol as well as a weapon.

Shared Vitality (D 385) - Not dwarf only, but must worship Moradin.  A better version of the paladin's Lay on Hands.  You can use your second wind to heal an ally your healing surge value.

Pupil of the All-Father (D385) - Enchant Magic Item is a useful ritual, and being able to reach higher levels with it is nice, but it's expensive for a feat that gives you something most of you already have.

Moradin's Resolve (PHB) - Another Moradin only feat, useful for attacking large creatures, which become plentiful at higher levels.


Dwarf Divine Paragon Paths

Soulforged (D385) - You must worship Moradin, though you don't have to be a dwarf.  You can turn any weapon into a radiant weapon, and an extra channel divinity.  It's powers are geared toward Wisdom primary weapon users, so mostly avengers and the odd weapon-using Wis cleric and invoker will consider this one.  




Avenger (PHB2 Striker)

Credits

The Avenger's Handbook, by kilpatds, can be found in the Wiki.


Even the gods need someone to do their dirty work. Sure, you might be called a fanatic assassin by those who don't understand. But really, you're just doing what needs to be done, and if anyone gives you lip for that, you have a big axe to do your talking for you. The only downside is you'll have to find ways to make up for the lack of innate speed and smarts. Well, at least you've got the common sense to know which end of the axe to hit the bad guys with.

Advantages: A bonus to Wis and Con. Second wind as a minor action. DWT gives you easy access to some great weapons.

Disadvantages: No bonus to Dex or Int. Low speed.

Censures

Censure of Pursuit (PHB2) - While a weak censure, it has some of the strongest paragon paths, so it's worth considering.  You'll want Overwhelming Strike (even better with Power of Earth), and  Radiant Vengeance or Avenging Shackles (if you have Distance Vengeance), unless you have enough Int to make Bond of Censure or Bond of Retribution worthwhile.  Put your flex stat in Wis, and increase Dex as much as possible.

Censure of Retribution (PHB2) - This censure will do more damage and get more use.  Some folks recommend doing your best to cause it, but frankly, it's not worth it.  Unless you have resistance of some type, you end up taking more damage than you cause, and you have less hp than most monsters.  Trust me, you'll take plenty of damage without trying to get hit.  Fortunately, as a dwarf, you can take damage more easily than most.  You'll want Overwhelming Strike (with Power of Earth if possible), and Bond of Censure.  Your flex stat goes in Wis, and you'll be increasing Int.

Censure of Unity (DP) - This is, by far, the easiest way to get censure damage.  You will probably get more censure damage with this one than any other, as long as you stick with your allies.  This isn't one where you go running off on your own.  You'll want Overwhelming Strike (with Power of Earth if possible), and Bond of Censure.  Your flex stat goes to Wis, and Int's your secondary.


Dwarf Avenger feats

Godsworn Bulwark (D384) - Not dwarf-only, but must worship Moradin.  A bonus to defenses is nice, but it only occurs on critical hits.  Fortunately, avengers can improve their crit chance to the point where it's practically guaranteed once an encounter.  And it opens up some decent powers.



Cleric (PHB Leader)

Credits
This time I have to thank Gelatinous Octohedral for his excellent handbook.


Most dwarf clerics want to be on the front line, whacking away with their hammers--and who can blame them? But the truth is that our common sense, and the intuitive understanding of the divine that comes with it, is often better suited to standing back, observing the battle, and then striking with divine judgement. Still, there's no reason we can't get in the enemy's face, we just have to adjust our training a little.

Advantages: Bonus to Wis or Str and Con. No speed penalty for heavy armor. Second wind as a minor action. Resistance to being shoved around and knocked down. A few useful racial feats.

Disadvantages: No Cha bonus. Low speed (mostly negated by lack of speed penalty for heavy armor). Tendency to favor weapons with lower proficiency bonus.

Builds

Wisdom (PHB)  - You have two options here, either "laser" or "pacifist."  The pacifist is all about healing at the expense of damage, but he can still hurt the enemy indirectly.  The laser cleric is all about bringing righteous wrath down from afar, especially radiant damage.  Laser clerics prefer Sacred flames and Lance of Faith, while pacifists take Astral Seal and Sacred Flames.  Either might take Sonnlinor's Hammer instead to have a melee attack in an emergency.  Put the flex stat in Wisdom, and max it and Charisma.  

Strength (PHB) - Dwarves make the best strength clerics.  With racial weapon feats and paragon paths that work only for them, you blow away the competition.  Your at-wills of choice are Righteous Brand and either Recovery Strike or Invigorating Assault.  You'll put your flex stat in Str, but you'll want decent Wisdom for healing, and Charisma for powers.  Get enough Con for armor and weapon feats.

Balanced (PHB) - This one's a little bit tougher, but not bad. Since you'll be advancing both Strength and Wisdom, you can use either class of powers pretty well. The best at-wills are Sacred flame and Righteous Brand.  Your flex stat can go in either Str or Wis, but be sure to save a little for Charima.


Dwarf Cleric Feats

Dwarf Battle Priest (DP) - Healing others helps you too.  Okay for those with high Con, but nothing special.


Dwarf Cleric Paragon Paths

Stonekeeper (DP) - A strength cleric path with some nice effects and powers, such as Scrape the Sky and knocking larger creatures prone. The best part is all the ways you can increase your to-hits, including a greatly improved version of the Divine Fortune Channel Divinity.  

Hammer of Moradin (DP) - Not dwarf only, but you must worship Moradin.  A strength cleric path where you automatically qualify for the weapon proficiencies.  You get a bonus to hammers and can throw your weapon at any enemy that won't come close to you.



Invoker (PHB2 Controller)

Credits

A_Man_In_Black offers a complete Invoker Handbook, with an awesome picture and wonderful quotes.


Some dwarves choose to follow the gods. And some dwarves are chosen. If Moradin's chosen you as a vessel of power, you have as much say in it as an axehead being shaped by the smith. Fortunately for you, we dwarves are better at it than anyone not born in Celestia, and with our natural insight into the divine and the endurance to bear the touch of our god's power, we're just as good as them too.

Advantages: A bonus to Wis and Con. Second wind as a minor action. No speed penalty for a heavy armor.

Disadvantages: Um... low speed? It could matter if you don't wear chain...

Covenant

Covenant of Wrath (PHB2) - A powerful bonus to damage, with a so-so channel divinity.  The riders on powers generally do additional damage.  Your best at-will powers are Visions of Blood (when combined with Power of Earth) and either Hand of Radiance or Divine Bolts.  Place your flex bonus in Wis, and max it and Con.

Covenant of Malediction (DP) - Another Con based covenant, and chock full of interesting riders on the powers. Your best at-wills are again Visions of Blood (when combined with Power of Earth) and either Hand of Radiance or Divine Bolts.  Place your flex bonus in Wis, and max it and Con.

Covenant of Preservation (PHB2) - It's not as impressive as Wrath or Malediction, and you don't get a bonus to its secondary stats.  Your best at-wills are, once more, Visions of Blood (when combined with Power of Earth) and either Hand of Radiance or Divine Bolts.  Place your flex bonus in Wis, and the rest in Int.


Dwarf Invoker Feats

Wrath of Ages Past (DP) - Improved Covenant of Wrath damage, but a feat's a lot to pay for a damage bonus to an encounter power.



Paladin (PHB Defender)

Credits

Litigation's Paladin Handbook provides all you need to know about Paladins.


Sometimes it's hard to make dwarf clerics stand back. It's impossible to make dwarf paladins do so. Yes, yes, we're not as pretty as Dragonborn or Half-elves, but let me tell you, we hit just as hard anyway. And when it comes to standing our ground, they have nothing on us. If we decide to turn in our Wisdom for Strength, we make top notch Straladins.  And if we don't, our bonuses to Wis and Con still means that we have more uses of Lay on Hands and more surges available to spend on them, and our superior weapons do more damage, even if they hit less often.

Advantages: Bonus to Str and Con, with the option for Con and Wis instead. No speed penalty for heavy armor. Second wind as a minor action. Resistance to being shoved around and knocked down. Some useful racial feats.

Disadvantages: No Cha bonus. Low speed (negated by lack of speed penalty for heavy armor). Tendency to favor weapons with lower proficiency bonus.

Paladin Builds

Strength (PHB) - This is the easiest build for a dwarf. By focusing on Strength, you can easily qualify for weapon feats and have decent opportunity attacks. You prefer a Waraxe or an Execution Axe over hammers, since they have the easest feats to qualify for.  Holy Strike is the best choice, followed by Ardent or Valiant.  Put your flex stat in Str, start Con at 15 [with racial].  You can dump Cha for Wis, but it's more effective to balance between them.  

Charisma (PHB)) - It used to be that if you wanted to play a Charisma paladin, you had to use a blade so you could get the feats for decent OAs. Those days are gone, thanks to melee training and Virtuous Strike, and dwarf charisma paladins can proudly wield an axe or hammer. You'll never qualify for the mastery feats, but you can reach Hammer Rhythm and Deadly Axe if you try. Plus, your mark is top-notch, and you generally have more powers available. You need Virtuous Strike, and then either Enfeebling or Ardent Strike. If you invest in Power of Earth, though, Bolstering becomes your best bet.  Put your flex stat in Wis, max Cha, and invest in Wis and Charisma through your career.

Balanced (PHB) - This is the hardest paladin build for anyone, but dwarves have the advantage of a racial bonus to Con, so they don't have to worry about further investment. Axes work fine for this build, but if you invest enough in Con to get Hammer weapon feats, you won't stay balanced.  It's probably best to put your flex stat in Str, as that'll give you more points to play around with.  Enfeebling Strike and Holy Strike are your at wills, though you may consider Ardent or Bolstering (with power of earth).


Dwarf Paladin Paragon Paths

Earthheart Defender (FRPG) - A bonus to hit after using Second Wind, and a close burst daily which creates a zone of slow that lasts the rest of the encounter and moves with you, and more. Some nice features, with the caveats that the attacks don't add attribute damage and most of the bonuses only come into effect when you're bloodied. That said, if you combine it with Epic Recovery, you can do it twice during a tough fight.

Hammer of Moradin (DP) - Not dwarf only, but you must worship Moradin.  Useful for a strength paladin, but not as good for you as for clerics, as it doesn't offer a lot for defenders.You get a bonus to hammers and can throw your weapon at any enemy that won't come close to you.



Runepriest (PHB3 Leader)

Credits

Obsid and Adslahnit both have Runepriest guides.


Sometimes the power of the gods is hidden.  The Runepriests are dedicating to uncovering it, by devoting themselves to the lost language of the gods.  You'd think that with this dedication, they'd be either wise or intelligent.  Instead, it turns out that what you need is a strong arm and a big weapon.  Heh, I always thought the gods were rather war-like.

Advantages: A bonus to Str and Con. Second wind as a minor action. DWT gives you easy access to some great weapons.

Disadvantages: You can't get a bonus to both Str and Wis. Low speed (negated by Encumbered Speed).

Runic Artistry

Defiant Word (PHB3) - The Str/Wis build, whose damage bonus only comes when the enemy misses.  Your at-wills are Word of Exchange and Word of Binding, which are both good powers.  Your flex stat goes to Str again, but you'll be increasing Wisdom along with it.  Start Con at 15 [with racials] to qualify for axe feats without further investment.

Wrathful Hammer (PHB3) - This Str/Con build grants some proficiencies (worthless for dwarves), and lets you do some extra damage when an enemy hits you.  Word of Diminishment and Word of Shielding are your at-wills, of which Word of Diminishment is superior.  Your flex stat goes to Strength, and you'll keep your Con high too.  You will defense will suffer some for it.


Dwarf Mystics: Arcane Classes

We all love magic tricks when we're young, but some of us never outgrow it. Well, I have good news and bad news. The good news is that magic is real, and it can do amazing things. The bad news is that we dwarves just don't have much in the way of natural proclivity for it. If you want to work magic, you've got to train your mind until you can master it.

Dwarf Arcane Feats

Rune-scribed Soul (AP) - When you second wind, you get an attack and damage bonus that lasts until the end of your turn.  A good feat for use just before multi-attacks or Action point use.



Artificer (EPG Leader)

Credits

The Wiki handbook was quite useful, although I couldn't figure out who the author was.


While dwarves don't take to magic, we have a head for technology.  So what do we make of Artificers, who combine the two?  Well, it turns out that as long as we study hard, we can make excellent artificers.  It's just a matter of applying common sense and a hardy constitution to magical technology--and those we have.

Advantages: A bonus to Con and Wis.  An arcane class that actually works for dwarves. Plus, magic tech is cool.

Disadvantages: No bonus to Int.  Low speed.

Builds

Constitution Secondary (EPG) - Constitution secondary favors offense.  Your at-wills should include Magic Weapon and Static Shock.  Bring Int to 18, buff Con, and put your flex stat in Wis for the bonus to healing.

Wisdom Secondary (EPG) - Wisdom works better with summoning powers and healing.  Your at-wills should be Magic Weapon and Ethereal Chill.  Put your flex stat in Wisdom and bring your Int to 18.  You'll probably want some Con.

Balanced Secondaries (EPG) - Your riders won't be as strong, but you'll be freer to choose between powers.  Dwarves work best in this role.  Magic Weapon and either Static Shock or Ethereal Chill can be your at-wills.  Your flex stat goes in Wis and you'll still max Int, but you'll put points in both Con and Wis as you level.


Dwarf Artificer Feat

Dwarven Rejuvenation (D387) - Defense on top of temp hp whenever someone uses an item daily is a nice bonus.



Bard (PHB2 Leader)

Credits
Litigations bard handbook is a thing of beauty.


We all learned as much history from the skalds as from the priests, and let's face it--the skalds usually told the better stories. Some of us heard those songs of heroism and wanted to be part of those stories. Others want to carry on the traditions of the skalds, passing those songs and stories on to others. Well, the good news is that you can do both. The bad news? It ain't easy. Dwarves aren't natural performers or scholars, but if can get over your stage-fright and crack open a book or two, you'll do all right.

Advantages: A bonus to Con and Wis. Second wind as a minor action. No speed penalty for heavy armor.

Disadvantages: No bonus to Cha or Int. Low speed (partially mitigated by lack of speed penalty). Preference for low proficiency weapons.

Virtues

Virtue of Cunning (PHB2): This has what is probably the best effect, but it's the worst fit for a dwarf.  Cunning bards are primarily implement bards, so your best at-wills are Staggering Note and Vicious Mockery, although you may want Guiding Strike if you want to mix it up in melee.  Put your flex stat in Wis, max Cha and put the rest in Int.

Virtue of Valor (PHB2): The best choice for a dwarf, as it puts the emphasis on melee, which is where he likes it.  The one issue is that you can't get songblade on an axe or hammer.  The solution is to use a khopesh, or just pick up an axe or hammer and stick to weapon powers.  For your at wills, you'll want Warsong Strike and Guiding Strike.  You may want to put your flex stat in Str so you can qualify for feats, but Wis is a better choice for bard powers.  You'll max Cha, and keep Con high.

Virtue of Prescience (AP): On the bright side, this relies on Wisdom, which you have.  On the downside, it also uses bows.  Fortunately, you can use a crossbow instead, and that's probably your better option.  Jinx Shot's the only ranged weapon bard at-will, so you'll want that, of course.  The only question is whether you prefer your second at-will to be melee (in which case, take Guiding Strike) or implement, for use with your songbow (in which case, take Staggering Note or Vicious Mockery).  Put your flex stat is Wis, and max it along with Cha.



[color=Purple]Sorcerer (PHB2 Striker)[/color]

Credits
Reg06 provided the handbook I used on this one.


There are some people who are gifted with magic--it's as natural to them as breathing. If you're one of them, then your magic's innate. Unfortunately, because you're a dwarf, the magic doesn't get along so well with you're dwarven nature. It'll take a lot of effort to make the two cooperate. You have to start by developing a forceful personality, and then either strong arms or quick hands, if you want to succeed.

Advantages: A bonus to Str, and um... second wind as a minor action? Con's useful, for the most part.

Disadvantages: No bonus to Cha or Dex. Low speed.

Spell Source


Cosmic Magic (AP): The books say this is our favorite--maybe it is.  It's powers are variable, but more controllable than wild magic.  It can be tricky being in the right phase to take advantage of your powers, though.  You'll want Blazing Starfall and either Acid Orb or Dragonfrost for your at-wills.  Put your flex stat in Str, and max Cha.

Dragon Magic (PHB2): Your chosen element in fixed in Dragon Magic, so choose something with good powers and where you're unlikely to face anything with immunity.  For at-wills, you'll probably want Burning Spray and either Acid Orb or Dragonfrost.  Put your flex stat in Str, and max Cha.

Wild Magic (PHB2): Not only does it depend on two stats you don't get a bonus to, the ridiculous lack of control it comes with is very undwarvish.  If you do take it, you should take Chaos Bolt and Blazing Starfall as your at-wills.  You'll be maxing Cha and putting your leftover points in Dex.  Your flex stat should probably go to Str.

Storm Magic (AP): What's nice about this one is you get resist and penetration with two damage types, lightning and thunder.  Which is decent, but you have no control beyond that, and it still depends on Dex as the secondary.  For at-wills, you'll want Lightning Strike and Burning Spray.  Put your flex stat in Str, and max Cha and put what you can in Dex.



Swordmage (FRPG Defender)

Credits
Herid_Fel's handbook covers swordmages.


There are those who learn magic through study, those who learn it through making deals--and those who learn it through fighting. Swordmages learn the magic of the blade. Now, if you're like me, you'd rather not bother with a flimsy sword when you can use an axe, but I'm afraid that if you want to be a swordmage, you'll have to make do, at least until some clever dwarf figures out how to combine that brand of magic with an axe or hammer. But for now, suck it up and learn to use a sword. A Khopesh makes a decent weapon, as you can use it like an axe in a pinch.  Think carefully how you'll advance--you'll need to make the best use of your strengths.

Advantages: A bonus to Con and Wis (useful for Wandering Swordmage Paragon Path), or Str for assault. Resistance to being shoved around or knocked down. Second wind as a minor action.

Disadvantages: No bonus to Int, or Dex (useful for sword feats). Low speed.

Aegis

Aegis of Shielding (FRPG): The best Aegis, this reduces damage dealt to your ally by your marked enemy.  For at wills, you'll want Sword Burst and Booming Blade at low levels, though you may like Frigid Blade at higher levels, when it'll stop your opponent cold.  If you want the Wandering Swordmage paragon path, then put your flex stat in Wisdom.  Otherwise Str will be more useful.  For stats, max Int, and invest in Con. 

Aegis of Assault (FRPG):  You attack an enemy who attacks an ally.  Generally not as effective as Shielding, but the heavy investment in Str can help you reach some weapon feats, even axe mastery for your khopesh.  Sword Burst and Booming Blade are again your best at-wills, though you may prefer Lightning Lure if you completely neglected Con.  Your flex stat goes in Str of course, and you'll be maxing Int and investing in Str.

Aegis of Ensnarement (AP): You teleport the enemy to you after he attacks your ally.  It's not as good as reducing the damage or immediately attacking him.  It's Con based, so once again you'll want Sword Burst and Booming Blade at low levels, and Frigid Blade as your Con increases.  You can take wandering swordmage, but it's written in such away that certain features and powers don't work with this aegis.  So you're better off putting your flex stat in Str, and max Int and Con.



Warlock (PHB Striker)

Credits
There's a warlock hanbook, by Malkonnen, here.


Some magic-users take the easy way to power--they bargain for it. There are all sorts of things out there that will give you power in exchange for what you can give them... your soul, as often as not. Well, if you have a soul you don't need, it's a seller's market out there. Now I'm not going to encourage you to make deals with devils, but better them than tricksy fey spirits, the untold horrors beyond the stars, or the dark things under the mountains.

Advantages: A bonus to Con. Second wind as a minor action. The Hexhammer build.

Disadvantages: No bonus to Cha or Int. Low speed.

Builds

Most people will tell you which pact you should take, but let's take a more pragmatic approach. What affects how you build a warlock the most is whether you're Con, Cha, or both. Thus that's what we'll focus on here. Dwarves, of course, do better as Con warlocks.

Constitution - Infernal warlocks and Vestige warlocks both focus on constitution. You can build a Con based Star pact warlock as well, but you won't be taking many star pact powers if you do. The infernal is usually the basis of the Hexhammer (it can work with vestige, but you don't get the infernal's temp hit points). Most Constitution warlocks will simply dump Charisma and avoid powers that depend on it, although a few may try to keep it at useful levels. Typically, you get Eldritch Blast and your pact power for your at-wills, but if you want to make a melee warlock, take Eldritch Strike.  Get your Con up to 18, and invest in Int.  If you want to be a melee warlock, put your flex stat in Str, for pre-requisites and possibly multiclass powers.

Charisma - This is the stat of Dark and Fey warlocks. Not many dwarves choose this path, although it might appeal to the occasional Feyknight. In this case, Charisma is primary and Intelligence is secondary. As with Constitution warlocks, your pact at-will is chosen for you, and so your only choice is whether you want Eldritch Strike or Eldritch Blast. Fey is usually better if you don't want to hurt your allies.  After putting 18 in Cha, and whatever you have left in Int, you won't have much left for anything else.  You may be able to meet some feat pre-reqs by putting your flex stat in Str, or keep it in Wis for the skills.  

Balanced - Only really useful for Star pact warlocks, or ones who want to pick and choose from among all the available powers. It's tough to pull off the melee build with this, so you'll probably use Eldritch Blast. Get Cha and Con as high as possible.  You won't have much to spare for Int, and you probably won't care too much whether your flex stat is in Str or Wis.


Wizard (PHB Controller)

Credits
Nausicaa has the handbook on this one.


Then there's the respectable way to learn magic, the way of devoted study. Now we dwarves aren't dumb, but we don't have the booklearning of folks like the Eladrin or the Gnomes either. We have to devote the time to learn the ways of magic, but if we do, there are rewards. Magic may seem like it's all booklearning, but common sense and a strong constitution help a lot.

Advantages: A bonus to Con and Wis. Second wind as a minor action.

Disadvantages: No bonus to Int. Low speed.[/sblock]

Implement Mastery

At the beginning of your career you choose an implement to master.  The good news is that with Second Implement you can choose another mastery at Paragon.  There is an art to that.  Usually you want to be able to either wield an implement in each hand and take advantage of Dual Implement Spellcaster, or choose an implement with two masteries.

Orb of Imposition (PHB): This wisdom-based mastery is not the powerhouse it used to be, but it can still be used to extend the effect of a spell by an extra round.  It requires wisdom to work, and you can use Second Implement to use the same orb for the Orb of Deception.  This is a useful combo, as many illusion spells are save ends.  For at-wills, Thunderwave makes good use of your wisdom, and  Winged Horde is always good.  Put your flex score in Wis, max Int, and keep an eye on feat pre-reqs.  In particular, you'll want some Cha for Spell Focus (absolutely necessary for this build) and for Orb of Deception if you try take that later.

Orb of Deception (AP): A re-roll on illusion powers, with a bonus for Cha.  Not a great power for dwarves, as they don't get a bonus to Cha, but a useful second implement after Orb of Imposition.  And who doesn't want a re-roll?  For at-wills, Winged Horde and Thunderwave are always good, but you'll want at least one Illusion.  You'll probably choose Phantom Bolt or Illusory Ambush in place of Thunderwave.  Put your flex stat in Wis, Max Int, and put points in Cha... but don't neglect Wis, for when you second implement to Orb of Imposition.

Staff of Defense (PHB): This is for wizards who want to be on the sturdier side.  A bonus to AC and an interrupt to turn a hit into a miss.  You can use this build to make a wizard with some melee capability, and if you do so, this may be the one implement where you put your flex bonus in Str.  But if you just want to tough wizard, Wis is probably a better choice.  For at-wills, use Winged Horde and Thuderwave (unless you give up Wis, in which case you should take Chilling Cloud instead).  Put your flex in Wis or Str, depending on what you want to do, Max Int, and make sure you keep Con alive.  You'll also want enough Dex to take Impoved Staff of Defense in paragon.

Tome of Binding (AP): Another Con based implement, this one for summons.  At low levels you only get one summon a day, but by paragon you should have a summon out there pretty much every battle.  Also by paragon, you can Second Implement to Tome of Readiness.  The at-wills are probably Winged Horde and Thunderwave.  Put your flex stat in Wis, max Int, and buff Con. 

Tome of Readiness (AP): Flexibility is the name of the game, and as this one doesn't depend on a secondary stat, you're free to invest your attributes where you like.  Again, you probably want Winged Horde and Thunderwave.  Put your flex stat in Wis and Max Int.  Unless you completely dump Wis and Con (bad idea!), you should qualify for Improved Tome of Readiness, so go ahead and invest your stats in whatever will help you reach the pre-reqs for the feats you want.

Wand of Accuracy (PHB): This isn't for you, but it's the weakest implement anyway, so you won't miss out.  If you insist on taking it, Winged Horde and Thunderwave are still good at-wills.  Put your flex stat in Wis, max Int, and invest in Dex.


Wild Dwarves: Primal Classes

Some of you city-dwarves don't appreciate the ties our ancestors developed with the natural world. You think the primal spirits are just bedtime stories to scare little children. Well, let this old adventurer assure you, the primal spirits are real, and it's smart to be scared. Fortunately, we recognized them as kindred long before the elves first set foot on this world. Perhaps they changed us... mayhaps we changed them... but in either case, dwarves have a natural connection with them even to this day, and those dwarves who call on them draw on a power as old and as strong as the roots of the mountains.

Dwarf primal feats

Spirits of Stone - A bonus to your next attack roll with your second wind.  Nice, but I'd prefer something more lasting.

Stone Spirit Steps - This is a chance to one-up those elves and their Wild Step, by ignoring some difficult terrain.  Remember, shifting counts as a move, and if you can't move as far as you want that way, then charge!



Barbarian (PHB2 Striker)

Credits
LordDuskBlade's back with a barbarian handbook.


Lots of dwarves are tough and aggressive. And then some of 'em are crazy. Barbarians left their sanity behind a long time ago, and are willing to go charging into battle without a thought for their own safety. They do a whole lot of damage, but it's hard to stay on your feet when you care that little for your own safety. On the bright side, dwarf barbarians are tough enough to last longer than the others, even if they don't have the strength of arm of the humans or goliaths. Wisdom is useful for some skills, but if you were really wise, you'd pick a different career path.

Advantages: A bonus to Con and Str. No speed penalty from heavy armor (and you may want chain after a while). You're hard to push around. DWT gives you easy access to some great weapons.

Disadvantages: No bonus to Cha or Dex. Low speed.

Feral Might

Rageblood Vigor (PHB2) - The top choice for a Dwarf Barbarian, it depends on Con to give you some Temp HP and a 1/enc charge attack when you kill an enemy.  Your top choices for at-wills are Howling Strike and Pressing Strike.  You want your flex score in Str, which you'll maximize, and a high Con.  If you go for heavy armor, you can neglect Dex (though you may still want enough for specialization).  If you still with hide, you may prefer Dex even over Con.

Thunderborn Wrath (PrP) - This gives you some area damage, which isn't really what a barbarian's all about, but it does depend on Con, so you're well suited for it.  Your best at-wills are Howling Strike and Recuperating Strike.  Put your flex bonus in Str, which is your primary, and keep Con high.  Once again, how much you put in Dex depends on whether you go to heavy armor.

Thaneborn Triumph (PHB2) - This adds some Leader-type abilities, but depends on Charisma. Your best at-wills are Howling Strike and Pressing Strike.  Put your flex score in Str, keep just enough Con to qualify for feats, then invest in Charisma.  Some Dex is also necessary unless you go for heavy armor.

Whirling Slayer (PrP) - You can wield two weapons, but instead of multiple attacks on a single target, you generally get an extra [W] of damage, either on the same target or a different one.  For at-wills, you'll want Whirling Rend and Howling Strike, if you have a double weapon with the Stout property, or Pressing Strike if you don't.  Put your flex score in Str and get it to 18, keep enough Con for feats, and put the rest in Dex.



Druid (PHB2 Controller)

Credits
There are two druid handbooks, one by Molecule and the other by alien270


There was a day when dwarven druids were unheard of. Back when civilization was strong, and our cities proud. Oh, sure, there were Wild Clans back then too, but most of us had never met them, and they kept their distance from the "civilized" land. And then we found out how fragile our civilization was, and suddenly the wilds were a lot closer than we thought. That's when we remembered the primal spirits, and just how good we were at tapping the beast within. With our instincts and durability, we excel at it. Some dwarves act like animals--and some literally are animals.

Advantages: A bonus to Wis and Con. Second wind as a minor action.

Disadvantages: Dwarven druids are weird. Low speed too, I guess, but druids get lots of ways to mitigate that.  Since you don't use heavy armor or weapons, certain dwarven feats and features aren't useful to you.

Primal Aspect

Primal Guardian (PHB2) - Being able to add Con instead of Dex or Int to AC is great for a dwarf in a light armor class.  And because you have high HP and surges as well as a strong AC, you make the best Summoner druid.  You tend to favor humanoid form, but there's no reason you can't become a beast and work out some of that aggression.  For at wills, you need at least one beast form MBA, either Grasping Claws (best with the Ruthless Killer feat) or Savage Rend.  Your other at-wills will probably be Grasping Tide and Fire Hawk, but if you want a beast form blast, there's Swarming Locusts or Call of the Wild.  Put your flexible stat bonus in Wis, buff Con, and save some for Dex, both for defenses and Predator powers.

Primal Predator (PHB2) - Extra speed in beast form is nice, but your secondary isn't one where dwarves get a bonus.  You tend to favor beast form powers, so you'll probably want more than one at will, maybe both Grasping Claws and Savage Rend, though you may prefer Swarming Locusts for one.  For your humanoid at-will, take either Grasping Tide or Fire Hawk.  Your stat bonus goes to Wis, and your secondary is Dex.  A little Con never hurt though.

Primal Swarm (PrP) - Though this has become less powerful since the errata to Hide Armor Expertise, alien270 still rates it higher than Primal Guardian.  Molecule's knocked it down to purple.  I won't mark it quite that low, as it is a Con-based build, but the Con damage resistance is less nice since you have to wear light armor.  For at-wills, you'll want Grasping Claws (with the Ruthless Killer feat), Swarming Locusts, and either Grasping Tide or Fire Hawk.  You'll put your flexible stat bonus in Wis, and your secondary is Con.  However, you can't push Con as high as a Guardian can, as you'll need to keep advancing Dex just to keep your AC up.


Dwarf Druid Feats

Vital Form (PrP) - Not dwarf only, but this paragon feat means that once per encounter, wild shaping gets your second wind back.  This is beautiful for dwarves.

Turtle's Shell (D387) - Not dwarf only, but you gain resist all when you use your second wind--as you usually use your second wind when you're taking damage, this is a good deal.  It stacks with the swarm druid's primal aspect.

Shifting Wind (D387) - Not dwarf only.  You shift when you use second wind.  It can be useful to get out of sticky situations.

Wild Surge (PrP) - Not really for dwarves.  This makes second wind a free action when wild shaping.  Which is much nicer for others, who get to save a standard action, but saving a minor's still useful.



Seeker (PHB3 Controller)

Credits
The Seeker's Guide, by MilkyWhey


I know what you're thinking.  "I don't want to be some elf-wannabe running around with a bow."  Well get that out of your mind.  First off, bows can do a heck of a lot of impressive stuff in the hands of a Seeker.  Second, who says you have to use a bow?  Use a crossbow, or better yet, thrown weapons.  Put a Dwarven Thrower enchantment on an Execution Axe if you want to be a real dwarf seeker.

Advantages: A bonus to Wisdom.  DWT can be pretty effective in the hands of a Spiritbond seeker.  A con bonus is always nice.

Disadvantages: No bonus to Dexterity, and you have to give up the bonus to Strength to get Wisdom.   Low speed.

Seeker's Bonds

Spiritbond (PHB3) - The more dwarfy option, definitely, as you can wield axes and hammers as your weapons, so you can apply DWT.  With the Dwarven Thrower enchantment, you can throw around any axe you can lift.  You also get a permanent +1 to attack with any thrown weapon, use Str for AC, and get powers that can be used for melee and ranged.  The downside?  The mastery feats only work for melee attacks.  The same is true for Hammer Rhythm, though Deadly Axe will work for ranged as well as melee.  Your at-wills of choice are Guardian Harrier and either Biting Swarm or Grappling Spirits.  Put your flex stat in Wis to get it to 18, then invest in Str, with enough in Con to give you some durability and to reach any feats you want.

Bloodbond (PHB3) - Shift as a minor is great, but you're stuck using a bow.  Fortunately, you can grab a superior crossbow, for improved accuracy and dwarfiness.   You'll need Speed Loader, but Bow Mastery has no pre-reqs except epic.  Your at-wills should be Biting Swarm and Grappling Spirits, unless you plan to put the bow away and go into melee every once in a while, in which case grab Guardian Harrier.  You flex stat is Wis, which you'll start at 18, and you'll be putting whatever you can into Dex.  Con's mainly for durability, though the feat Steady Shot (extra damage if you shoot before you move) needs 15 in it.



Shaman (PHB2 Leader)

Credits
GelatinousOctahedron wrote the book on this one


Some dwarves are closer to the primal spirits than others. The shaman are the closest, who walk every day in the company of their companion spirit. All shaman are a little strange, with one foot in this world and one in the spirit world. Dwarf shaman are no exception, for all that they're good at it.  Each shaman has a spirit ally, through whom he makes most of his attacks.  Wisdom and good health will take you far.

Advantages: A bonus to Con and Wis. Second Wind as a minor action.

Disadvantages: Dwarven shamans are weird too. Dwarves are still slow, and that slows down your spirit companion.

Companion Spirit

Protector Spirit (PHB2) - The protector spirit is usually considered a large animal, such as a bear, and he offers the best healing.  His Opportunity Attack offers surgeless healing, and his main at-will gives temp hp.  For your second at-will, you prefer either Wrath of Winter or Haunting Spirits (while you can choose another companion spirit's at will, it's best to have one that's not dependent on where your companion is).  Place your optional bonus in Wis, raise Con to respectable levels.  You'll want enough Str to qualify for heavier armor, and either Dex or Int for Ref defense.

World Speaker Spirit (PrP) - Generally appearing as a golem-like mass of wood and stone, the world speaker spirit has the most defender-like OA, stopping enemies in their tracks, and his main at-will allows allies to shift.  For your second at-will, Wrath of Winter is probably your best choice, as it moves your defending companion to where he's needed quick.  Wis is your main stat, so it gets your bonus, and Con is your secondary.  Once again, you'll need enough Str for heavier armor, and some of either Dex or Int for Ref defense (and the occasional rider on other powers).

Stalker Spirit (PHB2) - This stalker spirit is agile, and thus the form of a cat is most appropriate for it.  It does the most damage with its OA, but little else, and it's at-will lets it flank.  The best second at-will is probably Haunting Spirits, but you may prefer Wrath of Winter.  The primary is Wis, so that's where your bonus will go, and the secondary is Int.  You'll need just enough Str and Con to qualify for feats (such as an upgrade to hide).

Watcher Spirit (PrP) - This spirit usually takes the form of a bird of prey.  It's best for parties where some of the PCs have decent RBAs, as that's what it grants on an OA (dagger and ranged rogues will love it, since it includes a CA).  It's at-will grants a basic attack to an ally near to the companion or to you.  For your second at-will, you'll probably want Wrath of Winter, as you don't need more ways to give allies CA.  Your primary is Wis, which is where your bonus goes, and Dex is your secondary.  Str and Con is useful to upgrade to hide.


Dwarf Shaman Feats

Stubborn Spirit (D387) - Dismiss your companion to reduce an ally's move.  Useful, but nothing extraordinary.

Spirit of Health (PrP) - Epic, protector only, but not dwarf only.  When you use your second wind, every ally near your companion can spend a surge too.  Not a bad amount of healing.



Warden (PHB2 Defender)

Credits
There are two warden handbooks, one by AlphaAnt and the other by LorofLeapin.


In some ways, a warden is like a fighter, except that he turns into a dwarf/animal hybrid in order to put his enemies down. If you want to transform into a vicious beast while maintaining your ability to swing an axe, then this is what you want. On top of that, you have the HP in the game.  You'll have to build up your muscles and either your endurance and common sense.  So your stat bonuses help, but even better,  no class takes advantage of second wind like warden.  Look for ways to take more second winds as you advance.  You may have to multiclass to do it.

Advantages: First and foremost, Second Wind as a minor action is golden for wardens, as they get a bonus with second wind, and have a host of feats to make that bonus better.  After that, a bonus to Con and Str is almost an afterthought. The rest really is an afterthought, but it's still nice that you're hard to push around, and that DWT gives you easy access to some great weapons.

Disadvantages: Low speed. Preference for low proficiency weapons and heavy armor.

Guardian Might

Earthstrength (PHB2) - With a name like that, it's got to be good for dwarves.  And it certainly is.  This Con build adds to your AC when you use second wind, and you can get feats to add more defenses, resistance, damage, and an extra attack.  And since you have the Con, you'll have the surges.  For at-wills, consider Thorn Strike and either Weight of Earth (especially with the Crippling Crush feat) or Strength of Stone.  Put your flex stat in Str to bring it to 18, and keep Con high.  Hammers probably work better than axes for you.  A little Wis and Dex for defenses won't hurt either.

Lifespirit (PrP) - This one depends on Wisdom and has leader attributes, starting with a Second Wind that also heals an ally and lets him make a saving throws, and feats add saving throws and healing to other allies.   For at-wills you'll want Thorn Strike and Resilience fo Life.  Put your flex score in Str, enough in Con to qualify for axe feats, and put the rest in Wis.  If you can spare a little, Dex is nice.

Stormheart (PrP) - This Con-based might offers some control, offering sliding and slowing on second wind, and feats let you shift instead or damage in addition.  For at wills you'll want Thorn Strike and either  Weight of Earth or Strength of Stone.  Tempest Assault's a good thematic addition, too.  You'll prefer hammers over axes.  Put your flex stat in Str, buff Con, and put enough in Wis and Dex for defenses.

Wildblood (PHB2) - This Wisdom based one has the best second wind initial effect, which decreases your marked enemy's attack bonus even more, but second wind feats which are weaker than Earthstrength, which increase damage against marked enemies, let you shift, and give a free attack against an mark activating enemy for a round.  For at-wills, you'll want Thorn Strike and Resilience of Life.  Your flex stat goes in Str, and Wis is your secondary, but you'll want at least enough in Con for axe feats, and a little in Dex for defense.



Dwarf Warden Feat

Cast Iron Font (D379) - Temp hp when you save against poison.  It's just not common enough to be worth a feat.


Dwarf Psychics: Psionic Classes

Every young dwarf believes at one point that if he wants something badly enough, he can make it happen.  For you, it really does.  But if you have this rare gift, you have to train it if you want to do more than parlor tricks.  Discipline is what makes it work, so learn to discipline your mind as well as your body.  

Dwarf Psionic Feats

Unstoppable Drive - Free shift with second wind, but the requirement to end up next to an enemy means that it's only useful advancing, not retreating.  Still, that's the direction dwarves prefer to go, and it should be good for any melee psionic class



Ardent (PHB3 Leader)

Credits
Nausicaa has the Ardent Guide.


Are you really bubbly?  ... Of course not! You're a dwarf! But if you've met a gnome or a halfling or something, you might have encountered someone who's just always cheerful.  People that cheerful have a way of making other people cheerful.  And when they're down, they bring others down. That's what an Ardent does.  Their personalities are so overflowing that they affect others, leading them to greatness.  As you might have noticed, we're not too good at that.  Still, we have other things that ardents do need, some commonsense to know how to use their overflowing emotions, and the toughness to deal with the problems that causes.  We also know how to hit things, which is good, 'cause it turns out that sharing your feelings leads to a lot of hitting things.

Advantages: A bonus to Con and Wis. Second wind as a minor action. No speed penalty for heavy armor.  Some good weapon feats.

Disadvantages: No bonus to Cha. Low speed (mitigated by lack of speed penalty). Preference for low proficiency weapons.

Mantle

Mantle of Elation (PHB3) - This is the more powerful of the two mantles, and since it depends on Con, you're well qualified.  Your first two at-wills of choice are Energizing Strike and Demoralizing Strike.  Charisma is your primary, so you'll need an 18.  A flex stat in Wis gives you better riders on more powers, but putting it in Str lets you reach weapon feats.

Mantle of Clarity (PHB3) - It lacks the punch of the mantle of Elation, but it is based on a secondary stat you have.  Your first two at-wills are Energizing Strike and either Demoralizing Strike or Focusing Strike.  You'll want 18 in Cha, your flex stat in Wis, and enough in both Wis and Con to be respectable.

Mantle of Impulsiveness (PsP) - Another Con based one, but the additional damage the mantle grants is rather weak.  Like Mantle of Elation, your best at-wills at level 1 are Energizing Strike and Demoralizing Strike.  Put 18 in Charisma, and choose whether to put your flex stat in Wis based on whether you want more riders or weapon feats.



Battlemind (PHB3 Defender)

Credits
Langweile's Battlemind handbook was very helpful in writing this.


Battleminds are known for being arrogant.  Those who have the good fortune to be dwarves have every reason to be.  This is a psionic class that's made for us.  Battleminds are tough and, most unusual for a dwarf, fast.  A defender with Con and Wis as primary and secondary, he'll remain standing when everyone else is a bloody mess on the floor.  Yes, I know, we do that anyway, but battleminds do it better.

Advantages: A bonus to Con and Wis. Second wind as a minor action.  Hard to move around or knock down.  No speed penalty in heavy armor.  Excellent weapon feats.

Disadvantages: No bonus to Cha. Low speed (mitigated by the lack of speed penalty in heavy armor).

Psionic Study

Battle Resilience (PHB3) - Dwarf battleminds are best suited for the Battle Resilience psionic study, having a bonus to the primary and secondary, even though the encounter power, which grants you resistance at the start of battle, is weaker than the other options.  Even so, the wisdom will be more useful with other powers.  Your first two at-wills should be Twisted Eye and Iron First.  Put your flex stat in Wis, and get Con to 18.  Put at least a few points in Cha, as the Cha powers are sometimes your best option (Lightning Rush, I'm looking at you). Put whatever's left in Str, to qualify for feats.  You can't make mastery without neglecting your secondary, but you can pick up Hammer Rhythm.

Speed of Mind (PHB3) - The stronger of the two options in PHB3,  though you don't get a bonus in the secondary, since the encounter power lets you position yourself before the fighting starts.  Your first two at-wills should be Twisted Eye and either Conductive Defense or Vicious Cobra Strike, although if you put enough points in Wis you might prefer Iron First.  Your choice of flex stat should depend on whether you want good riders on more powers (Wis), or whether you want to reach the all-important weapon mastery feats (Str can get you to Bludgeon Mastery).  Choose wisely.

Persistent Harrier (PsP) - Persistent Harrier is a more proactive way, attacking your first attacker and moving you adjacent.  It has many of the same weaknesses of Battle Resilience however, in that you can lose it if you're surprised.  Other than that, your build works much like a Battle Resilience build, with Twisted Eye and Iron Fist as prime at-wills, and your flex stat in Wis.  Max Con, as always.



Monk (PHB3 Striker)

Credits
The monk handbook is by furious_kender


When it comes to discipline, the monks have it figured out.  Long years spent training in the monastery have honed their discipline to a razor's edge.  Now it's time to get out into the world and kick things with it.  Dwarves make decent monks, even without a bonus to Dex.

Advantages: A bonus to Con and Wis or Str. Second wind as a minor action.

Disadvantages: No bonus to Dex. Low speed.

Traditions

Centered Breath (PHB3) - The Wis based tradition, you get a bonus to your Fortitude, and the more control oriented Centered Flurry of Blows.  Being a dwarf, you're well suited to this tradition.  Take Five Storms and Fallen Needle or Dragon's Tail for your at-wills.  Max Dex, put your flex score in Wis and buff that, and the rest in Con.  That's really all there is to it.

Stone Fist (PHB3) - Stone Fist just says dwarf in its name.  Fortunately, now that you have a Str bonus, you're well suited to it.  Your best at-wills are Five Storms and Crane's Wings.  Put 18 in Dex, put your flex score in Str, and put your points in it and Con.  You'll even be able to qualify for weapon feats--except that they won't make much difference, since most of them only work for weapon powers.

Iron Soul (PsP) - A Con based tradition made for dwarves, with extra AC and a Flurry which makes stops the enemy from shifting.   Invest in your OAs to make it worth your while.  Your at-wills should probably be Steel Wind or Five Storms and Fallen Needle.  Put your flex stat in Wis, max Dex, and invest in Con. 


Dwarf Monk Feats

Shifting Stone (PsP) - Your only dwarf feat in psionic power, and the situation just doesn't come up often enough to make it worthwhile.



Psion (PHB3 Controller)

Show
The psion's handbook can be found on Wiki.


When it comes to mind over matter, the psions are the masters.  They come in two varieties--those who twist the minds of others, and those who move things around with their minds.  It turns out that when all you have is your mind, you're more effective against other minds.

Advantages: A bonus to Wis . Resistance to being shoved around or knocked down. Second wind as a minor action.  High Con improves low hit points.

Disadvantages: No bonus to Int or Charisma.  The secondary bonus we do have is for the weaker option. Low speed.

Discipline Focus

Telepathy Focus (PHB3) - The stronger of the focuses, but you don't have a bonus in the primary or the secondary.  Your preferred level one at-wills are Dishearten and Mind Thrust.  Max Int, put as much as you can in Cha, and put your flex stat in Wis.

Telekinesis Focus (PHB3) - While generally a weaker focus, you have the wisdom to manage the power.  Your best first-level at-wills are Force Punch and Memory Hole, unless you decide to steal Dishearten and Mindthurst from the Telepathy Focus.  Max Int, put your flex stat in Wis.  You may want to spare some points for Cha, just in case you want to steal some powers.

Shaper Focus (PsP) - Another focus, this one also dependent on Charisma, though since it favors summoning, your Con mod will do you some good.  For level one at-wills, Dimensional Scramble and Static Mote are both effective.  Get Int to 18, and put your flex stat in Wis.  Put as many points as you can in Cha without dumping Con.

Dark Dwarves: Shadow Classes

Darkness fills the depths of the earth, and death waits for us all.  Many look at those things and see a great evil.  Others look at them and see power.  The two are not mutually exclusive, but when some use death and darkness to fight evil, I'm willing to give them the benefit of the doubt.


Assassin (D379 Striker)

Credits
There are two useful assassin handbooks,  Erleni's and chanter_hound's.


So you kill people for a living.  I'd hate to break it to you, but every adventurer does that.  You're just better at the sneaking around part of it.  And I've got to admit, you're very good at that.  Too bad you have the toughness of a wizard with consumption.  Fortunately for you, you're a dwarf assassin.  You'll last longer than most.  That doesn't mean you're good at your job, though.  On the other hand, if you're an ex-dwarf, aka revenant, you can do very well here.  But this guide isn't for you.

Advantages: A bonus to Con. Second wind as a minor action. And hey, you can use DWT to be a proper executioner, with an axe and everything.

Disadvantages: No bonus to Dex or Cha. Low speed.

Guild Training

Bleak Disciple (D379) - If you're going to be an assassin, be a bleak disciple. You'll last longer with the bountiful temp hp. Take Shadow Storm and Executioner's Noose as your at-wills.  Your flex stat bonus is best put to Strength, for feat pre-requesites, but you'll be putting most of your points into Dex.  Keep advancing Dex and Con, though a point or two in Str might help with pre-reqs.


Night Stalker (D379) - You do more damage, but you won't last long with this one. Shadow Storm and Executioner's Noose are again your best at-wills.  You'll be pouring all your points into Dex to bring it up to 18, and what's left over will go into Charisma.  You might as well put your flex stat into Wisdom for the skill bonus.


Dwarf Assassin Feats

Obsidian Cave Recovery (D379) - Another use of shade form, just when I'm hurting from attacks?  Yes, please.  It's really the only thing that a dwarf gets out of being an assassin, and a dwarf revenant could do it just as well.

Dwarf Adventurers: Builds

While I separated the classes by power sources, I'll divide the builds by roles.

Okay, that's it for my reserved spots.  Y'all can post now.

To do list:

Arcane classes
Primal classes
Do Finish Psionic classes after I get a copy of Psionic Power
Yeah, <3 it !

Also... Skoool !
Huzzah!

Remember kids, Dwarves are awesome and elves give you cancer.

The new essentials dwarves with access to STR are going to be great.
If anyone wants to help out, I'd be happy to accept.  For example, Langeweile, you've done the Battlemind handbook.  Any thoughts on what builds work best for dwarves?

That's really what's left right now.  Going through each class and discussing the various builds and dwarf-specific class feats and paragon paths.  Although, to be honest, I'm not entirely sure there are any more dwarf-specific class feats or paragon paths.  I'll have to check.  I also include the occasional feat or path that's not dwarf specific but is dwarf themed, by my own estimation.  That includes any Moradin-specific feats, and a few others (Dungeon Experience, for example, but only because it's so perfect for dwarf rangers).

If you see any dwarf feats or paragon paths I've missed, let me know.
Pretty much every build works for them as BM. The Cha builds lose 2 Cha, but it's affordable considering how good Dwarfs are as BMs (in fact the are the best all around).
If anything they like forced movement based builds, as these tend to favour Hammers (a natural) or Polearms (high Wis).

Remember kids, Dwarves are awesome and elves give you cancer.



Pretty much all that needs to be said.
The difference between madness and genius is determined only by degrees of success.
I'd actually argue that wardens should be blue gold.  The earthstrength second-wind-abuser was already a blue-to-skyblue build before the dwarf swapped his wisdom for str.

Edited to remove a complete brainfire on my part as to the nature of colors.
I'd actually argue that wardens should be blue.  The earthstrength second-wind-abuser was already a blue-to-skyblue build before the dwarf swapped his wisdom for str.



He has wardens as sky blue; are you saying it should be lower than that?

(Because it seems like you want him to upgrade it, but blue is below sky blue :-p)
The difference between madness and genius is determined only by degrees of success.
I'd actually argue that wardens should be blue.  The earthstrength second-wind-abuser was already a blue-to-skyblue build before the dwarf swapped his wisdom for str.



Are you arguing that wardens should be lower, then?  Because I currently have Wardens marked Sky Blue--mainly because it's a melee defender where dwarves now get a bonus to the primary and secondary.

Remember, my ratings are a little bit different than most.  A higher rating doesn't mean better as much as easier.  So it's really easy to build an effective dwarf battlerager, or a dwarf earthstrength warden.  It's really hard to build an effective dwarf rogue.

I have a rule of thumb for the ratings:

Sky Blue - Dwarves get a bonus in both primary and secondary
Blue - Dwarves get a bonus in the primary but no secondary
Black - Dwarves get a bonus in more than one secondary
Purple - Dwarves get a bonus in one secondary
Red - Dwarves don't get a bonus in any relevant stat

This is a rule of thumb, however.  It's my starting point for figuring out how the dwarf should be rated. Heavy-armor melee classes tend to be rated higher (paladin, for instance), while light-armor classes that depend on speed tend to go lower (Rogue, for example).  Artificers are a bit higher because they get a significant benefit from both secondaries.  Builds within a class are more an art-form than an exact science, and tend to be rated relative to the class--so a red class can have a blue build, which basically means that if you're going to do this class at all, you're better off using this build.
that would be a brainfire on my part.  I'd actually meant gold.  I suppose if you're not using gold...  The point I was trying to make, before I was ambushed by malfunctioning head-meat, is that dwarves are, at this point, the best race anywhere ever by a fairly wide margin for Wardens, and noticeably better suited to it than to classes like cleric, paladin, or barbarian.  I'm not going to say that those don't deserve to be sky blue (I am, perhaps, a bit surprised at the Paladin, as dwarves only have one of the three major paladin stats, and the paladin has a lot more ways to crack open their own healing surges, devaluing the second wind trick a bit.)  I'm just saying that Warden belongs a notch above them.

Actually, I'd alternately argue that the paladin and cleric maybe shouldn't be sky blue.  The paladin for reasons described above.  For the cleric... they use heavy armor, which is good, and they get a primary stat, which is good, but there's relatively little synergy besides that.  lazer priests in particular don't have all that much use for the extra dwarven durability.


I'll go back and edit my post now.
that would be a brainfire on my part.  I'd actually meant gold.  I suppose if you're not using gold...  The point I was trying to make, before I was ambushed by malfunctioning head-meat, is that dwarves are, at this point, the best race anywhere ever by a fairly wide margin for Wardens, and noticeably better suited to it than to classes like cleric, paladin, or barbarian.  I'm not going to say that those don't deserve to be sky blue (I am, perhaps, a bit surprised at the Paladin, as dwarves only have one of the three major paladin stats, and the paladin has a lot more ways to crack open their own healing surges, devaluing the second wind trick a bit.)  I'm just saying that Warden belongs a notch above them.

Actually, I'd alternately argue that the paladin and cleric maybe shouldn't be sky blue.  The paladin for reasons described above.  For the cleric... they use heavy armor, which is good, and they get a primary stat, which is good, but there's relatively little synergy besides that.  lazer priests in particular don't have all that much use for the extra dwarven durability.


I'll go back and edit my post now.



The Sky Blue for paladin is based primarily on Litigation's reasoning, who thinks dwarfs should make sky blue straladins with the new strength bonus.  Con is a tertiary stat for paladins.  For any defender, really, but moreso for paladins since they'll be giving surges away.  And aside from the advantage dwarves get for any melee defender in heavy armor (Resilience, Encumbered Speed, Stand Your Ground, and the feats DWT and dwarven durability), they also get some nice divine feats for worshipping Moradin, and a few unique paragon paths.

As for clerics, I'm still debating whether to bump them down on Wisdom.  I do think, however, that they make the best Strength clerics, now that they get the bonus, because of the same reasons they make great melee defenders, and because there are very few Str cleric paragon paths, and most of them are for dwarves (Stone Keeper is excellent, and Hammer of Moradin is pretty good).  Part of the reason that wisdom is still sky blue is that the new Warpriest in Essentials is Wis/Con.  But I'm going to have to diversify the cleric section to separate Warpriest from Lasers once it comes out.  So I think I will move them down a bit as laser and pacifist clerics.
that would be a brainfire on my part.  I'd actually meant gold.  I suppose if you're not using gold...  The point I was trying to make, before I was ambushed by malfunctioning head-meat, is that dwarves are, at this point, the best race anywhere ever by a fairly wide margin for Wardens, and noticeably better suited to it than to classes like cleric, paladin, or barbarian.  I'm not going to say that those don't deserve to be sky blue (I am, perhaps, a bit surprised at the Paladin, as dwarves only have one of the three major paladin stats, and the paladin has a lot more ways to crack open their own healing surges, devaluing the second wind trick a bit.)  I'm just saying that Warden belongs a notch above them.

Actually, I'd alternately argue that the paladin and cleric maybe shouldn't be sky blue.  The paladin for reasons described above.  For the cleric... they use heavy armor, which is good, and they get a primary stat, which is good, but there's relatively little synergy besides that.  lazer priests in particular don't have all that much use for the extra dwarven durability.


I'll go back and edit my post now.



I think it's hard to rate class choice within a rage with the same system that powers are rated.

By the power system, a gold rating for wardens would mean "if you are a dwarf, you should be a warden", basically.  And there are many different reasons to play a non-warden class.  In fact, it's really hard to ever say "if you are X race, you should be Y class".  It's fair to say that you should probably be one of a list of classes (though in most cases, the list of "avoid these" is shorter), but upgrading wardens above fighters (or other defenders) would say to most people that if you want to be a dwarf defender, play a warden.

And while dwarves are great as wardens, and wardens are a great class, there are many good reason to play a dwarf non-warden defender.

The difference between madness and genius is determined only by degrees of success.
A dwarf handbook. Wonderful! :D

I suggest the following addition to the handbook: Dwarven Powers!

There are some powers that give bonuses to dwarves (Fighter Level 1 Shield Bash: When you're a dwarf, you add your wisdom modifier to the damage roll), but some powers have a dwarven feel to them.

I'm thinking of (just as an example)

Cleric Daily 1
Moment of Glory has the official flavour "You drive down a brilliant column of light that bolsers your allies and pushes your enemies to the ground!" Bah! How about "You call upon the stone itself, and the rock begins to shake violently, sending your enemies down while tiny fragments of stone cling to your allies' armor and giving it the strength to resist attacks."

Cleric Daily 5
Consecreated Ground is obviously very dwarfy "This ground was created by the Soulforger! We shall not fall on it!"
Spiritual Weapon is, too (a golden warhammer with the anvil and fire symbol)

Depending on your campaign setting, some powers are VERY dwarfy, too.

Cleric Utility 10
Knights of Unyielding Valour (if you're a dwarf from Hammerfast, this is as good as it gets)
A dwarf handbook. Wonderful! :D

I suggest the following addition to the handbook: Dwarven Powers!

There are some powers that give bonuses to dwarves (Fighter Level 1 Shield Bash: When you're a dwarf, you add your wisdom modifier to the damage roll), but some powers have a dwarven feel to them.

I'm thinking of (just as an example)

Cleric Daily 1
Moment of Glory has the official flavour "You drive down a brilliant column of light that bolsers your allies and pushes your enemies to the ground!" Bah! How about "You call upon the stone itself, and the rock begins to shake violently, sending your enemies down while tiny fragments of stone cling to your allies' armor and giving it the strength to resist attacks."

Cleric Daily 5
Consecreated Ground is obviously very dwarfy "This ground was created by the Soulforger! We shall not fall on it!"
Spiritual Weapon is, too (a golden warhammer with the anvil and fire symbol)

Depending on your campaign setting, some powers are VERY dwarfy, too.

Cleric Utility 10
Knights of Unyielding Valour (if you're a dwarf from Hammerfast, this is as good as it gets)



That's a great idea, but more work than I'm willing to do right now.  There are twenty-five classes: going through each and every power for every class would take forever.  I may be biting off more than I can chew just going through all of their at-wills.  And I'm still not sure what I'm going to do when I get to the psionic classes and half their powers are at-wills.  I'll probably just pick the two best level one powers and warn people that they'll have to choose others later.

What you can do is put together a dwarf cleric build, with an emphasis on dwarvish powers.  Then I can link to it, without having to go through every power myself.
Okay, arcane classes are done.  Primal's next.  I'll hopefully get those done over the weekend.
60% of the way through primal, with Wardens, Barbarians, and Seekers done.

Meanwhile, does anyone know whether there are dwarf feats in Psionic Power?
Just 1, which is for Dwarf Monks oddly enough. It allows them to shift their Wisdom modifier if they save against falling prone.


That's a great idea, but more work than I'm willing to do right now.  There are twenty-five classes: going through each and every power for every class would take forever.  I may be biting off more than I can chew just going through all of their at-wills.  And I'm still not sure what I'm going to do when I get to the psionic classes and half their powers are at-wills.  I'll probably just pick the two best level one powers and warn people that they'll have to choose others later.

What you can do is put together a dwarf cleric build, with an emphasis on dwarvish powers.  Then I can link to it, without having to go through every power myself.



I might do just that! It wont happen in the next few days, but come mid-year break, I'll have some time.
Just 1, which is for Dwarf Monks oddly enough. It allows them to shift their Wisdom modifier if they save against falling prone.



I was hoping for something for Battleminds, or maybe a generic psionic feat.  This one would get a purple rating in my guide: saves against going prone are more common than saves against poison, but not common enough to warrant a feat.
Okay, I'm done with Primal.  It's going to be a bit before I get to Psionic.  I still need Psionic Power.

Meanwhile, are there any dwarf only paragon paths or feats that I've missed?  Any feats which are not dwarf-only, but should be especially considered by dwarves?  I'm only looking for ones where the considerations are significantly different for dwarves.  For example, second wind feats definitely look better for being able to second wind as a minor.  Links to builds are also being accepted (I won't be posting the full builds, just links).
Awesome work, man.  Mind if I borrow your layout for a Minotaur handbook this has inspired me to complete?
Go right ahead.  Granted, the most common layout is Lord_Ventnor's Dragonborn one,  which is a bit more streamlined than mine.  Of course, my current version is way more streamlined than the original form.  I'd link to it, but I quickly discovered that posts imported from the old forum became messed up when you edited them, so right now the old one's just an early version of this one.
Well, Amazon shipped my copy of Psionic Power to the wrong address.  I'm still hoping to recover it, so I won't be buying another copy.  In the meantime, I've completed the psionic classes based on the PHB3 information.  I'll update them once I get Psionic Power or the Compendium updates, whichever comes first.
I finally got Psionic Power and finished the handbook.  The only thing missing is Dark Sun, but I wasn't really planning on buying the campaign setting book.  What do you think?  Should I get it?
If you want to make a proper Dwarf Handbook, you cannot skip the only cool half-race* ever seen the light of Ear... erm... Athas: Muls ! (They don't even have that stupid "half" in their name...)
Also, the book is really cool in fluff, the new class additions are solid pieces - and themes make an interesting addition.

* Except the Half-Succubus of course, which is called Draenai and makes an awefully good Paladin. Erm... what was I thinking ? Wrong click when browsing Deviantart again... yes, that it must have been... Tongue out
For warlord, in the disadvantages section you state that dwarves don't have a bonus to strength, which I think is probably an artefact from your last handbook.
For warlord, in the disadvantages section you state that dwarves don't have a bonus to strength, which I think is probably an artefact from your last handbook.



Ah, good point.  I've fixed it.
Also several instances where you mention that Humans and some other race are stronger than dwarves in the fluff text, altough which I presume is the same problem. But its fluff.
Also several instances where you mention that Humans and some other race are stronger than dwarves in the fluff text, altough which I presume is the same problem. But its fluff.



Yeah, that's another remainder from the original version.  I'll have to do a thorough read through to catch all those mistakes at some point.

An awesome combo for any Dwarf out there (or Mul who favours their dwarven side)

Dwarven Weapon Training + Gouge + Gauntlet Axe = win.

Both are superior weapons from Dark Sun.

Gouge is a 2H +2/2d6 Brutal 1 axe/spear.

Gauntlet Axe is a +2/1d8 defensive offhand axe but more importantly is strapped to the forearm and keeps the hand free so 2H weapons can be used.  Even better it can be enchanted as a weapon so not to take up the arm slot for Iron Armbands of Power.

Opens up a lot of tasty opportunities.
I wanted to mention a few things about the brawler.  Even though dex is a secondary you don't need much into it because the rider effects for brawlers are not that good.

You don't need a weapon because you can grab two spike.  That lets you grab two people.  A downside to grabs is if you are pushed away the grab automatically breaks. 

Well a dwarf can negatie a lot of pushes because a lot of pushes are just 1 square.

I would rate dwarf a sky blue for brawler and at the very least dark blue
I'd never tried Dwarves until reading this thread.  I'm looking forward to giving them a shot since they sound pretty badass
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