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Roguewiz
07-31-2007, 09:50 PM
This is just a rough build idea for a Great Axe Warforged Rogue. I haven't completed it, but it is fun to play so far.


Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Second Rate
Level 14 Lawful Good Warforged Male
(3 Paladin \ 11 Rogue)
Hit Points
+20 Base
+10 Draconic Vitality
+66 Rogue Levels
+30 Paladin Levels
+16 Toughness
+30 Greater False Life
+112 Constitution
284 Hit Points

Spell Points: 0
BAB: 11\11\16\21

Saving Throws
Fortitude: 6 Base + 8 Con + 4 Item + 4 DG + 1 Aura = 23
Reflex: 8 Base + 6 Dex + 4 Item + 4 DG + 1 Aura = 23
Will: 4 Base + 2 Wis + 4 Item + 4 DG + 1 Aura = 15

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 14) (Level 14)
Strength 16 21 21(27)
Dexterity 14 15 18(24)
Constitution 16 18 20(26)
Intelligence 10 11 11(17)
Wisdom 8 9 9(15)
Charisma 12 12 12(18)

Items Equiped
+6 Int or +6 Wis Helmets
+6 Con Belt
+6 Str Bracers
+6 Cha Ring
+6 Dex Gloves

Tomes Used
+1 Tome of Dexterity used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+2 Tome of Strength used at level 14
+2 Tome of Constitution used at level 14

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 6 14 12
Bluff 1 1 1
Concentration 3 5 5
Diplomacy 5 13 13
Disable Device 4 17 21
Haggle 1 1 1
Heal -1 -1 -1
Hide 2 4 2
Intimidate 5 11 11
Jump 7 21 19
Listen -1 -1 -1
Move Silently 2 4 2
Open Lock 6 21 25
Perform n/a n/a n/a
Repair 0 0 2
Search 4 17 21
Spot -1 -1 3
Swim 3 5 1
Tumble n/a n/a n/a
Use Magic Device 5 18 21

Level 1 (Rogue)
Feat: (Selected) Skill Focus: Use Magic Device
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Feat: (Automatic) Trip
Feat: (Automatic) Warforged Resistances

Level 2 (Paladin)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Smite Evil
Feat: (Automatic) Sunder

Level 3 (Rogue)
Feat: (Selected) Power Attack
Feat: (Automatic) Evasion (Rogue)

Level 4 (Rogue)
Ability Raise: STR
Feat: (Automatic) Trap Sense

Level 5 (Rogue)
Feat: (Automatic) Uncanny Dodge

Level 6 (Paladin)
Feat: (Selected) Toughness
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands

Level 7 (Paladin)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity

Level 8 (Rogue)
Ability Raise: STR

Level 9 (Rogue)
Feat: (Selected) Toughness

Level 10 (Rogue)

Level 11 (Rogue)
Feat: (Automatic) Improved Uncanny Dodge

Level 12 (Rogue)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons

Level 13 (Rogue)
Feat: (Automatic) Improved Evasion

Level 14 (Rogue)
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Skill Boost II
Enhancement: Rogue Fire Trap Lore I
Enhancement: Rogue Subtle Backstabber I
Enhancement: Rogue Subtle Backstabber II
Enhancement: Paladin Bulwark of Good I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Rogue Sneak Attack Training III
Enhancement: Way of the Mechanic I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Disable Device II
Enhancement: Rogue Open Lock I
Enhancement: Rogue Open Lock II
Enhancement: Rogue Search I
Enhancement: Rogue Search II
Enhancement: Rogue Spot I
Enhancement: Rogue Spot II
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Enhancement: Rogue Dexterity III
Enhancement: Rogue Improved Trap Sense I
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II
Enhancement: Warforged Power Attack III



I guesstimate my damage per hit will be something like this:
1d12
+ 5 Great Axe
+ 10 Power Attack
+ 6 Warforged Power Attack
+ 12 Strength
1d12 + 33

Maximum, non crit, damage (with sneak attack) would be:
45 damage + 42 Sneak Attack = 87 Damage

I'll update the rest of it tomorrow. Feel free to critique. Also, please double check my math on damage. It's been a while since I've built a 2-Handed toon.

Reisei
08-10-2007, 12:25 PM
how do you have a +12 str mod?
16base+2tome+6item+3increase=27str+8modifier

EinarMal
08-10-2007, 12:29 PM
I would be curious about the to-hit of the build and whether or not you could afford to take the warforged power attack enhancements. Seems like it might be a bit too low.

Str 28? (16 +3 Levels +2 Tome +6 Item) only way I can see is a +3 tome which is pretty hard to get.

The only other thing would be how often you would get to sneak attack putting out that kind of damage. Rogues are kind of a tough balancing act, hit to hard and you lose a big source of the reason you are hitting so hard!

Roguewiz
08-10-2007, 12:39 PM
I would be curious about the to-hit of the build and whether or not you could afford to take the warforged power attack enhancements. Seems like it might be a bit too low.

Str 28? (16 +3 Levels +2 Tome +6 Item) only way I can see is a +3 tome which is pretty hard to get.

The only other thing would be how often you would get to sneak attack putting out that kind of damage. Rogues are kind of a tough balancing act, hit to hard and you lose a big source of the reason you are hitting so hard!

Sorry, I didn't explain it correctly.

The +12 Strength is the amount of extra damage I will recieved from wielding a 2-handed weapon (Not the actual strength mod)

27 strength = +8 strength mod
8 x 1.5 = 12 damage

As far as Warforged Power Attack goes, I only have the 1st level atm with my character. My to-hit is adequate, but not high enough. I'll probably end up spec'ing it out later one if things get too annoying.

I estimate my to-hit, with Warforged Power attack, to be (with a +5 Weapon)

11 Bab
+5 Weapon
+8 Strength Mod
+24 to-hit
-8 Warforged Power Attack
+16 to-hit
+4 Greater Heroism
+2 Flank Bonus
+22 to-hit

This is just an estimate, of course. One thing I could do, to increase my to-hit in general, is drop Warfroged Power Attack as a whole and pickup Sneak Attack Accuracy. Since I will be grouping with an "Intimitank" type character, I should have the chance to get a sneak attack in 90% of the time, with the other 10% being me smashing Diplomacy.

EinarMal
08-10-2007, 12:52 PM
Sorry, I didn't explain it correctly.

The +12 Strength is the amount of extra damage I will recieved from wielding a 2-handed weapon (Not the actual strength mod)

27 strength = +8 strength mod
8 x 1.5 = 12 damage

As far as Warforged Power Attack goes, I only have the 1st level atm with my character. My to-hit is adequate, but not high enough. I'll probably end up spec'ing it out later one if things get too annoying.

I estimate my to-hit, with Warforged Power attack, to be (with a +5 Weapon)

11 Bab
+5 Weapon
+8 Strength Mod
+24 to-hit
-8 Warforged Power Attack
+16 to-hit
+4 Greater Heroism
+2 Flank Bonus
+22 to-hit

This is just an estimate, of course. One thing I could do, to increase my to-hit in general, is drop Warfroged Power Attack as a whole and pickup Sneak Attack Accuracy. Since I will be grouping with an "Intimitank" type character, I should have the chance to get a sneak attack in 90% of the time, with the other 10% being me smashing Diplomacy.

Duh on the strength I knew it was 1.5 but was thinking 28 strength for +8 instead of 26 sorry!

Yeah I don't think +22 to hit would be worth it. I would say you would have to not take those enhancements. The problem is you can't turn them off without turning off power attack altogether. Would be cool if you could toggle how much to-hit you wanted to use for damage.

Reisei
08-10-2007, 01:15 PM
i did not know you got *1.5 str mod on dmg is that a warforged thing?

EinarMal
08-10-2007, 01:23 PM
i did not know you got *1.5 str mod on dmg is that a warforged thing?

No when you use a two handed weapon you get 1.5*str mod.

Reisei
08-10-2007, 11:59 PM
is that a ddo thing or is it in PnP too?

Roguewiz
08-15-2007, 09:13 AM
is that a ddo thing or is it in PnP too?


DDO and PnP

Something else to keep in mind, you get half you str mod on your off-hand while dual-wielding. So, with two +5 shortswords and a +8 mod, your damage would be

1d6+13
1d6+9