View Full Version : Calling all Funky builders!
JelloMold
08-10-2007, 04:12 PM
I love playing around with the different types of characters. Anyone out there have an off the wall build that is fun to play, or even one you'd like to play? Then, post it here. I don't even care if it wouldn't be super effective on elite in the upper levels as I play so many characters so slowly it will probably take me years to reach the high end content anyway:D
Just keeping the game fresh.
Gennerik
08-10-2007, 08:57 PM
Something like this was posted in the Cleric forums and promptly shot down, even though I had a similar idea at pretty much the same time. So I designed the following and think that it would be fun to play, or at least different.
Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Ehrinæ Ohlidar
Level 14 Lawful Good Drow Female
(3 Paladin \ 2 Rogue \ 9 Cleric)
Hit Points: 155
Spell Points: 685
BAB: 10\10\15\20
Fortitude: 14
Reflex: 12
Will: 18
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 12 12
Dexterity 10 10
Constitution 10 10
Intelligence 16 16
Wisdom 16 22
Charisma 14 16
Tomes Used
+2 Tome of Wisdom used at level 12
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 4 4
Bluff 2 3
Concentration 0 18
Diplomacy 6 7
Disable Device 7 21
Haggle 6 7
Heal 3 10
Hide 0 0
Intimidate 2 3
Jump 5 5
Listen 7 12
Move Silently 0 0
Open Lock 4 7
Perform n/a n/a
Repair 3 3
Search 7 24
Spot 7 17
Swim 1 1
Tumble 4 4
Use Magic Device 6 7
Level 1 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Disable Device I
Enhancement: Rogue Search I
Level 2 (Paladin)
Enhancement: Follower of the Sovereign Host
Enhancement: Paladin Toughness I
Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Level 4 (Paladin)
Enhancement: Elven Perception I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Cleric Concentration I
Enhancement: Cleric Heal I
Enhancement: Rogue Open Lock I
Level 5 (Cleric)
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Wisdom I
Level 6 (Cleric)
Feat: (Selected) Extend Spell
Enhancement: Rogue Spot I
Enhancement: Cleric Prayer of Life I
Level 7 (Cleric)
Enhancement: Cleric Concentration II
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic II
Level 8 (Paladin)
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Level 9 (Rogue)
Feat: (Selected) Mental Toughness
Level 10 (Cleric)
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Charisma I
Level 11 (Cleric)
Enhancement: Unyielding Sovereignty
Level 12 (Cleric)
Feat: (Selected) Extra Turning
Enhancement: Cleric Improved Empower Healing II
Level 13 (Cleric)
Enhancement: Cleric Divine Vitality II
Level 14 (Cleric)
Enhancement: Cleric Life Magic III
Enhancement: Cleric Charisma II
Enhancement: Cleric Divine Vitality III
Basically, I figured that you'd play it like a Rogue. Yeah, you probably won't be able to get the highest Elite traps (though maybe you can fiddle around with the skill points and get the Open Locks), but you'd have Divine Power, a little sneak attack, use Find Traps to help augment your Search skill, and good tools to help with Disable Device and Open Locks. You could probably do without the Paladin levels, but they do help on the saves and make you immune to fear without taking an item, plus you can cast Heal every 10 minutes and Lay on Hands until the cap goes up and can cast Heal in truth.
It may work, it may not. I'm not really sure at the moment, but I think it has promise. You can go fight, heal, and get most locks/traps while leveling, meaning that there's always something that you can go and do.
Lithic
08-11-2007, 12:33 AM
Check out the wizard forum. Theres a couple nice battlemage builds in there, and a few on the sorc forums as well. They are all mostly wizard or sorc levels, with one or two levels of fighter/paladin or rogue.
Tons of fun to play, mine is lvl 11 (Warforged of the Stick in the sorc forums) and a blast to play. Truthfully, once you try one of these you may never go back to a straight melee.
Crystalfist
08-11-2007, 04:35 PM
I have quite a collection of funky builds. Two of my favorites that i still play with are a 7 barb 7 wiz dwarf named Boulder and a 2 fighter, 5 wiz, 7 cleric dual wielding dwarf named landslide. They are both extremely effective and a blast to play.
Boulder is a min max 28 pt character that i originally built to handle the two switches in VoN 5 back when you had to have str and int to get through the doors. Landslide is a 32 pt character that has every stat above 22 except cha, and took most of his feats towards using dwarven axes and dual wielding. Both are buffing builds based around keeping myself jacked up on spells and then entering combat.
I have created some others, but these two have by far turned out the best.
Well I have a 1/3 sorcerer/paladin that I hope to add monk to when they add monk and yes I have composite skin should be good immune to most things that bug you at those levels good saves vs those other things. I did think of doing 4 levels of paladin though. and yes he is a 32pt build
Jakylpops
08-16-2007, 03:24 AM
This might be better as a 2pally/12sorc, but I just whipped it out in five minutes while offering a suggestion to someone who wanted to do something similar with a human dragonmarked character.
all I have to say is 2 lay on hands, 5 Heals, 6 Cure Serious...etc
Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 Lawful Good Halfling Male
(3 Paladin \ 11 Sorcerer)
Hit Points: 122
Spell Points: 1003
BAB: 8\8\13
Fortitude: 17
Reflex: 14
Will: 16
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 14 14
Dexterity 12 13
Constitution 14 14
Intelligence 8 8
Wisdom 8 8
Charisma 16 22
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 1 1
Bluff 3 6
Concentration 6 19
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal -1 -1
Hide 1 3
Intimidate 3 6
Jump 2 4
Listen -1 1
Move Silently 1 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot -1 -1
Swim 2 2
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Paladin)
Feat: (Selected) Least Dragonmark of Healing
Level 2 (Paladin)
Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Level 4 (Sorcerer)
Level 5 (Paladin)
Level 6 (Sorcerer)
Feat: (Selected) Lesser Dragonmark of Healing
Enhancement: Extra Dragonmark I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Charisma I
Level 7 (Sorcerer)
Enhancement: Extra Dragonmark II
Enhancement: Halfling Dexterity I
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Wand Mastery I
Level 8 (Sorcerer)
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Energy of the Dragonblooded II
Level 9 (Sorcerer)
Feat: (Selected) Greater Dragonmark of Healing
Enhancement: Sorcerer Charisma II
Level 10 (Sorcerer)
Level 11 (Sorcerer)
Level 12 (Sorcerer)
Feat: (Selected) Extend Spell
Level 13 (Sorcerer)
Level 14 (Sorcerer)
Enhancement: Extra Dragonmark III
Enhancement: Extra Dragonmark IV
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Charisma III
Enhancement: Sorcerer Wand Mastery II
Krexel_Evilsmasher
08-20-2007, 08:02 AM
I haven't played since the initial period after launch. One of the things I did not like was that enhancements were tied to class level and not character level.
Is that still true? If not how did they change how they could be selected?
Gennerik
08-20-2007, 08:44 AM
I haven't played since the initial period after launch. One of the things I did not like was that enhancements were tied to class level and not character level.
Is that still true? If not how did they change how they could be selected?
Now it depends on the enhancement. Racial enhancements depend on your character level, while class enhancements depend on your class levels.
~Zornochio
08-20-2007, 06:45 PM
Not exactly sure what you would call this build, I called it Sweeney VI. Played him in Extreme Explorers and had a lot of fun before he died at level 5, I usually get my Sweeney builds killed around level 5 trying to solo things he really shouldn't be soloing :)
Character Plan by DDO Character Planner Version 2.65
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 14 True Neutral Halfling Male
(2 Fighter \ 2 Rogue \ 10 Wizard)
Hit Points: 141
Spell Points: 556
BAB: 8\8\13
Fortitude: 9
Reflex: 13
Will: 7
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 12 13
Dexterity 16 22
Constitution 14 14
Intelligence 16 18
Wisdom 8 8
Charisma 8 8
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 7 12
Bluff -1 -1
Concentration 2 13
Diplomacy -1 -1
Disable Device n/a n/a
Haggle 3 3
Heal 1 3
Hide 7 12
Intimidate 3 15
Jump 5 9
Listen 3 10
Move Silently 7 12
Open Lock n/a n/a
Perform n/a n/a
Repair 7 8
Search 3 4
Spot 3 9
Swim 1 1
Tumble 7 16
Use Magic Device n/a n/a
Level 1 (Rogue)
Feat: (Selected) Least Dragonmark of Healing
Enhancement: Rogue Haste Boost I
Enhancement: Halfling Thrown Weapon Damage I
Enhancement: Rogue Sneak Attack Training I
Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Finesse
Enhancement: Fighter Intimidate I
Level 3 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Feat: (Selected) Toughness
Enhancement: Halfling Dexterity I
Enhancement: Wizard Energy of the Scholar I
Enhancement: Fighter Toughness I
Level 4 (Wizard)
Enhancement: Wizard Intelligence I
Level 5 (Wizard)
Level 6 (Fighter)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Lesser Dragonmark of Healing
Enhancement: Halfling Thrown Weapon Attack I
Enhancement: Fighter Strength I
Level 7 (Rogue)
Enhancement: Rogue Acid Trap Lore I
Enhancement: Rogue Cold Trap Lore I
Enhancement: Rogue Electric Trap Lore I
Enhancement: Rogue Fire Trap Lore I
Enhancement: Rogue Sonic Trap Lore I
Enhancement: Halfling Thrown Weapon Damage II
Enhancement: Rogue Dexterity I
Level 8 (Wizard)
Enhancement: Halfling Dexterity II
Level 9 (Wizard)
Feat: (Selected) Greater Dragonmark of Healing
Feat: (Wizard Bonus) Heighten Spell
Enhancement: Wizard Energy of the Scholar II
Level 10 (Wizard)
Enhancement: Halfling Thrown Weapon Attack II
Enhancement: Wizard Intelligence II
Level 11 (Wizard)
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Energy II
Enhancement: Wizard Energy Manipulation I
Level 12 (Wizard)
Feat: (Selected) Quick Draw
Enhancement: Wizard Energy Manipulation II
Level 13 (Wizard)
Enhancement: Halfling Thrown Weapon Damage III
Level 14 (Wizard)
Enhancement: Wizard Lineage of Deadly Energy I
Enhancement: Wizard Energy Manipulation III
The dragonmarks let him heal in an emergency, CE and intimidate lets him get aggro off the other squishy's in the back, and the Sp can be used for some extra CC, damage, or buffs, whatever the group is lacking
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