redoubt
03-22-2008, 12:30 PM
Okay, I have a Drow 13 ranger / 2 rogue that I started almost two years ago. I'll start with the current setup, then go over what I'm planning and a couple alternatives.
STR: 15 + 3 tome + 6 item = 24
DEX: 18 + 3 levels + 2 tome + 5 enh + 6 item = 34
CON: 09 + 2 tome + 5 item
INT: 14 + 2 tome + 6 item (used only when trapsmithing) = 22
WIS: 11 + 1 tome + 6 item = 18
CHA: 10 + 1 tome + 5 item (used only when UMD'n) = 16
Skills: DD, Search, SPOT max'd
OL Hide, Move Silent, have 15 ranks
Started adding UMD when I hit level 15 and have 8 ranks
The trapsmith skills are solid, though they could be a bit better:
Spot is 40 using +13 goggles
Search is 45. That means I put on: Head of Good Fortune, +6 int Tiera, +13 search goggles. Does not include heroism or skill boost.
DD is 48. Head of Good Fortune, Vented Bracers, +6 int Tiera, +13 DD goggles.
OL is 41. Head of Good Fortune, +10 escape gloves.
UMD can be boosted to 21 or 23 with hero clickie. Good for equiping chaosguard, but not much else yet. Too much work to UMD weapons until I get more ranks.
AC is currently max'd at 52. This includes the white dragon scale robe, a shield, barkskin and combat expertise.
Dual-weild is 45.
Enhancements:
extra ranger skill boost
ranger skill boost 4
Spell resist 4 (situationally useful, but not tied to this one.)
elf dex 2
elf search 2
elf spot 1
ranger item def 1
ranger search 2
ranger spot 1
ranger energy 3
ranger dex 3
Feats:
combat expertise
dodge
imp crit pierce
nibble fingers
skill focus: DD
weapon finesse
Typical loadout of wearables:
+13 spot goggles
wisdom 6 helm
con 5 necklace
sp item then jerky from demon queen
resist 4 cloak
belt of brute str
ring of shadows
luck gloves
dex 6 boots
20 stride ring
chaos guard
white dragon scale robe
Most commonly used weapons:
curse/para combo
or I'll use situational weapons like:
Banish rapier/dagger combo
+1 transmuting dagger of greater undead bane/+1 holy burst adamantine dagger of pure good.
+3 flaming burst rapier of right/+2 frost cold iron rapier of destruction
I also have several greater banes and a similar bows.
I think that covers most of it. So on to the future plans:
1. trying to get the chattering ring. This will push AC up to 55 / 48.
2. seriously considering tempest enhancement with next level raise. Would make AC 55 / 50
3. Maybe a +7 AC dagger for off hand. Would make AC 55 / 57. Thus no point in a shield anymore.
4. Taking level 16 as a ranger.
4a. ability increase into dex (assuming i eventually get a +3 tome, I'll have 36 dex giving another +1 to hit, AC, reflex save and OL.
4b. ability increase in con instead. 16 more hit points and +1 fort save.
5. Possible final combos include 17 ranger/3 rogue (3rd rogue level does not miss any BaB increases, give 1d6 sneak, and inclass skill upgrades to help increase UMD) or
----15 ranger/3 rogue/2fighter: This gives 2 extra feats.
I'm looking for advice on all fronts. This character does very well as a trapsmith, but I've been playing a DPS battle bard and this feels a bit anemic by comparison. I know it will never have that kind of dps, but running a couple vale quests last night I still took a lot of damage and cursing/paralizing was my biggest contribution to combat (most of my few kills were banishing from the nice weapon combo.)
So, any idea on mods to help with combat?
Ideas on playstyle?
Evaluation of the character?
Ideas on future upgrades?
Thanks!
STR: 15 + 3 tome + 6 item = 24
DEX: 18 + 3 levels + 2 tome + 5 enh + 6 item = 34
CON: 09 + 2 tome + 5 item
INT: 14 + 2 tome + 6 item (used only when trapsmithing) = 22
WIS: 11 + 1 tome + 6 item = 18
CHA: 10 + 1 tome + 5 item (used only when UMD'n) = 16
Skills: DD, Search, SPOT max'd
OL Hide, Move Silent, have 15 ranks
Started adding UMD when I hit level 15 and have 8 ranks
The trapsmith skills are solid, though they could be a bit better:
Spot is 40 using +13 goggles
Search is 45. That means I put on: Head of Good Fortune, +6 int Tiera, +13 search goggles. Does not include heroism or skill boost.
DD is 48. Head of Good Fortune, Vented Bracers, +6 int Tiera, +13 DD goggles.
OL is 41. Head of Good Fortune, +10 escape gloves.
UMD can be boosted to 21 or 23 with hero clickie. Good for equiping chaosguard, but not much else yet. Too much work to UMD weapons until I get more ranks.
AC is currently max'd at 52. This includes the white dragon scale robe, a shield, barkskin and combat expertise.
Dual-weild is 45.
Enhancements:
extra ranger skill boost
ranger skill boost 4
Spell resist 4 (situationally useful, but not tied to this one.)
elf dex 2
elf search 2
elf spot 1
ranger item def 1
ranger search 2
ranger spot 1
ranger energy 3
ranger dex 3
Feats:
combat expertise
dodge
imp crit pierce
nibble fingers
skill focus: DD
weapon finesse
Typical loadout of wearables:
+13 spot goggles
wisdom 6 helm
con 5 necklace
sp item then jerky from demon queen
resist 4 cloak
belt of brute str
ring of shadows
luck gloves
dex 6 boots
20 stride ring
chaos guard
white dragon scale robe
Most commonly used weapons:
curse/para combo
or I'll use situational weapons like:
Banish rapier/dagger combo
+1 transmuting dagger of greater undead bane/+1 holy burst adamantine dagger of pure good.
+3 flaming burst rapier of right/+2 frost cold iron rapier of destruction
I also have several greater banes and a similar bows.
I think that covers most of it. So on to the future plans:
1. trying to get the chattering ring. This will push AC up to 55 / 48.
2. seriously considering tempest enhancement with next level raise. Would make AC 55 / 50
3. Maybe a +7 AC dagger for off hand. Would make AC 55 / 57. Thus no point in a shield anymore.
4. Taking level 16 as a ranger.
4a. ability increase into dex (assuming i eventually get a +3 tome, I'll have 36 dex giving another +1 to hit, AC, reflex save and OL.
4b. ability increase in con instead. 16 more hit points and +1 fort save.
5. Possible final combos include 17 ranger/3 rogue (3rd rogue level does not miss any BaB increases, give 1d6 sneak, and inclass skill upgrades to help increase UMD) or
----15 ranger/3 rogue/2fighter: This gives 2 extra feats.
I'm looking for advice on all fronts. This character does very well as a trapsmith, but I've been playing a DPS battle bard and this feels a bit anemic by comparison. I know it will never have that kind of dps, but running a couple vale quests last night I still took a lot of damage and cursing/paralizing was my biggest contribution to combat (most of my few kills were banishing from the nice weapon combo.)
So, any idea on mods to help with combat?
Ideas on playstyle?
Evaluation of the character?
Ideas on future upgrades?
Thanks!