Bogdanov89 wrote...
About the Dwarven Defenders, i thought that Fighter/DDefender's damage output with a shield+1h weapon would be much lower than a Fighter/Weapon Master with a Greatsword Focus/Spec/Overwhelming Crit?
Can the dwarven defender keep his defensive feats/bonuses even without a shield?
Shields have NOTHING to do with anything for a Dwarven Defender. Can easily do a 2H with a DD.
However, yes, a Fighter/DD will do less damage than a Fighter/WM (assuming both are sword and board, both are using a 2H, or both are dual-wielding) -- but that's due to the insane offense of the WM. Fighter in and of itself gives no special offensive bonus except for (Epic) Weapon Specialization which adds 2 damage per hit (and 6 extra damage total with the Epic version) -- but you can get both of these feats with as few as 4 fighter levels, technically, though 5-6 is more common.
A 2H Dwarven Defender that is a 14 Fighter/26 DD can pick up Great Strength VII, Epic Weapon Focus, Epic Weapon Specialization, Epic Prowess, Armor Skin, Overwhelming Critical, and Devastating Critical just fine.
Bogdanov89 wrote...
Can sorcerers learn unknown spells from those "spell scrolls/items" just like wizards?
How do i actually decide which spells to learn as a sorcerer upon leveling?
Seems impossible to predict, if you don't know what enemies are to be found in a dungeon/chapter - and i don't think you can know what when you are leveling up?
No, sorcerers (and bards) can only learn on level up.
You generally go for a versatile arsenal and use metamagic to help. For example, a sorcerer isn't just able to cast Fireball. He can also cast Silenced Fireball, Empowered Fireball, and Maximized Fireball. Or those could all be Lightning Bolts. Or Acid Breaths. I can throw together my "standard" sorcerer build for you if you'd like which I find to be very useful in most campaigns, at least. Can be tweaked for specific rule changes or environments where things are...odd. If every enemy has Improved Evasion and high Reflex then you need spells which get around those abilities (like Ice Storm, Missile Storms, Horrid Wilting, and Death Magic).
The "big feats" you need are Maximize, Empower, and either Silent or Still spell. Spell Foci in Evocation or Necromancy are often helpful. Extend Spell can be useful in resting restricted environments. Toughness is nice for extra HP.
Bogdanov89 wrote...
Do wizards get to choose more feats than sorcerers?
Yes, they get bonus feats at levels 5, 10, 15, and 20. Which means they can pick up more magical feats. They also use Intelligence as their casting stat which gives them more skill points (but they're less effective at social skills like Persuade which use Charisma).
Bogdanov89 wrote...
Compared to a Paladin, what is actually the point/benefit of a Champion of Torm?
What do the ChampoTorm gain that Paladins do not have?
Champions of Torm get three big features.
Like fighters, they gain a combat feat every 2 levels until level 10 (at which point they get a new feat every 4 levels).
They gain +1 to all saving throws every 2 levels (though this bonus combined with Spellcraft bonus and bonus from items cannot exceed 20).
They also don't give an experience penalty -- an elf could go 30 Rogue/10 Champion of Torm with no XP penalty while they would get a penalty for 30 Rogue/10 Fighter or a 30 Rogue/10 Paladin. Sometimes this penalty can be avoided with certain races (especially Humans/Half-Elves) or with careful level distribution, but Champion can be useful for this reason.