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Thadiues
03-18-2009, 07:00 PM
The goal is a TWF Dwarf using D axes. Let me know what I can do to improve. Also thinking that pure fighter might be better with the new capstone.


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Dwarf Male
(10 Fighter \ 6 Ranger)
Hit Points: 312
Spell Points: 25
BAB: 16\16\21\26\26
Fortitude: 15
Reflex: 13
Will: 5

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 16 22
Dexterity 18 20
Constitution 14 16
Intelligence 8 8
Wisdom 10 10
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 4 14.5
Bluff -2 -2
Concentration 2 3
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 0 0
Hide 4 5
Intimidate 2 17
Jump 3 13
Listen 0 0
Move Silently 4 5
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 1
Spot 0 0
Swim 3 6
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Fighter)
Feat: (Fighter Bonus) Dodge
Feat: (Selected) Mobility


Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Reptillian


Level 3 (Ranger)
Feat: (Selected) Oversized Two Weapon Fighting


Level 4 (Fighter)
Feat: (Fighter Bonus) Spring Attack


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Toughness


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 8 (Ranger)
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Enhancement: Fighter Toughness I


Level 9 (Fighter)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Fighter)
Feat: (Fighter Bonus) Power Attack


Level 11 (Fighter)


Level 12 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Weapon Focus: Slashing Weapons
Enhancement: Dwarven Axe Damage II
Enhancement: Racial Toughness III
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness II


Level 13 (Fighter)


Level 14 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Constitution II


Level 15 (Fighter)
Feat: (Selected) Toughness


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Dwarven Armor Mastery III
Enhancement: Fighter Toughness III

kinar
03-18-2009, 07:17 PM
Dex based twf without evasion?

toss in 2 levels of monk for the extra 2 feats and go 2m(evasion+2feats)/6ranger(tempest+twf+itwf)/12f(2 tiers of pre)

edit - I guess it isn't "dex based" but I still say add evasion

adamkatt
03-18-2009, 07:33 PM
I would think maybe maxxed out or closer to max str?

maddmatt70
03-18-2009, 07:37 PM
All these builds are heading toward a 12 fighter 6 ranger and either 2 monk, 2 rogue, or 2 barbarian... Since you are going lawful and dwarf 2 monk likely will be your build. I am thinking about making a 2 rogue 12 fighter 6 ranger halfling myself. A warforged or dwarf variation with 2 levels of barbarian is also a pretty solid build..

maddmatt70
03-18-2009, 07:38 PM
I would think maybe maxxed out or closer to max str?

Yeah he should go max strength.. no reason to have an 18 starting dex..

jmelanie7
03-18-2009, 07:40 PM
I would go :

18 str
15 dex
17 con
8 int
8 wis
6 cha

All lvl points go in to STR.
Should give you a solid base with ftr enhancements and a +1 or +3 tome.
Dex, your goal here is 17. So just use a +2 tome.
Having a 10 wisdom is totally pointless, since you need an 11 to actually be able to cast level 1 spells. just use a +3 item or better while you cast your only spell, then switch back, or if you decide to go with the capstone, which would make sense, then you dont even need to bother with the wisdom at all.

I would REALLY think about the capstone, cause it will give you the access to tier 3 of kensai, while giving you what you want from tempest.

Good luck!

MondoGrunday
03-18-2009, 07:41 PM
i think it looks good an well balanced to what its suppose to do, shred up stuff. the dwarven axes is a great way to specialize at low cost with great output. dwarf con will allow the twf to stay in the fight longer. looks decent :)

FreudoBaggins
03-18-2009, 07:57 PM
Reptilian? I would think Undead would be consistently more useful, and Evil Outsider or Giant better for endgame ...

Thadiues
03-19-2009, 04:47 AM
After reading again the Kensai PrE and the Fighter capstone I think I am going to go Ftr all the way. I know that without evasion certain fights will be a pain in the a$$ but sometimes that makes it more fun. And the reason I put 18 into dex is because I have this thing with uneven numbers :-) and I didn't want to rely on a tome for my 17 dex.

And Freudo....Fav Enemys will change as I move through the game....those two were picked due to the sheer number of mobs in early levels.

Scalion
03-19-2009, 01:13 PM
After reading again the Kensai PrE and the Fighter capstone I think I am going to go Ftr all the way. I know that without evasion certain fights will be a pain in the a$$ but sometimes that makes it more fun. And the reason I put 18 into dex is because I have this thing with uneven numbers :-) and I didn't want to rely on a tome for my 17 dex.

And Freudo....Fav Enemys will change as I move through the game....those two were picked due to the sheer number of mobs in early levels.

Going to 16 dex and a +1 tome is really reasonable. That's how I made my pure fighter and someone just gave me the +1 tome. It means you can start with an 18 str.

I've also had the thought that if another TWF feat is introduced, say 'superior two weapon fighting' it might require a 19 dex and starting at 16 means it would still be feasable with a +3 tome.

Girevik
03-19-2009, 02:51 PM
I just have one small nit pick.

Put a point in Tumble.

If you have an N/A, a +30 buff still leaves you at N/A.

If you have a 1, a +30 buff will leave you at 31. Quite a difference.

FreudoBaggins
03-20-2009, 12:38 PM
I know someone will correct me if I am mistaken, but I believe it has been said there is no improvement noticeable in Jump after 40.

at level 11, the Jump spell is +30, and Jump items are of course +15 at level 15, and your strength bonus boosts Jump as well.

I have two capped characters with buffed Jump scores over 50. Do people think it is worth maxxing Jump, or not?


[maybe 3-4 points in tumble to overcome any ACP from armor or shields? My cleric can't tumble with his Madstone Shield equipped]