View Full Version : Fighter/Ranger/Wizard
jamesjdye
04-10-2009, 02:45 PM
Hi. I just made a plan for the next character I'm going to create. I'd like some advice from the experts as to whether or not this is going to work and what I should do to improve it.
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Spyral Deth
Level 16 Chaotic Good Drow Male
(4 Fighter \ 6 Ranger \ 6 Wizard)
Hit Points: 206
Spell Points: 380
BAB: 13\13\18\23
Fortitude: 12
Reflex: 14
Will: 9
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 14 15
Dexterity 16 23
Constitution 12 12
Intelligence 14 15
Wisdom 12 12
Charisma 12 12
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 5 8
Bluff 1 1
Concentration 5 18
Diplomacy 1 1
Disable Device n/a n/a
Haggle 1 1
Heal 5 16
Hide 7 21
Intimidate 1 1
Jump 6 19
Listen 1 3
Move Silently 7 13
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 4
Spot 1 3
Swim 2 3
Tumble 5 15
Use Magic Device 3 10
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Heal (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement: Drow Melee Damage I
Enhancement: Elven Enchantment Resistance I
Level 2 (Fighter)
Skill: Jump (+1)
Skill: Swim (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Dodge
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Enhancement: Improved Drow Spell Resistence I
Level 3 (Ranger)
Skill: Concentration (+2)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mobility
Feat: (Automatic) Diehard
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 4 (Fighter)
Ability Raise: DEX
Skill: Jump (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Combat Expertise
Level 5 (Wizard)
Skill: Concentration (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Extend Spell
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Spell (1): Obscuring Mist
Spell (1): Hypnotism
Spell (1): Grease
Spell (1): Shield
Spell (1): Protection From Evil
Spell (1): Sleep
Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+1)
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 7 (Wizard)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Spell (1): Detect Secret Doors
Spell (1): Expeditious Retreat
Level 8 (Wizard)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Blur
Spell (2): Bull's Strength
Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Jump (+1)
Feat: (Selected) Spring Attack
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Level 10 (Ranger)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+5)
Feat: (Favored Enemy) Favored Enemy: Giant
Level 11 (Wizard)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1.5)
Spell (2): Daze Monster
Spell (2): Hypnotic Pattern
Level 12 (Ranger)
Ability Raise: DEX
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Jump (+2)
Skill: Move Silently (+2)
Feat: (Selected) Whirlwind Attack
Feat: (Automatic) Manyshot
Level 13 (Wizard)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Wizard Bonus) Quicken Spell
Spell (3): Heroism
Spell (3): Haste
Level 14 (Fighter)
Skill: Jump (+2)
Skill: Tumble (+1)
Level 15 (Fighter)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 16 (Wizard)
Ability Raise: DEX
Skill: Concentration (+4)
Spell (3): Displacement
Spell (3): Rage
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage II
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Elven Arcane Fluidity III
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Elven Enchantment Resistance II
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Mobility I
Enhancement: Fighter Flanking Mastery I
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Ranger Dexterity I
Enhancement: Wizard Intelligence I
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
hydra_ex
04-10-2009, 02:46 PM
Why Wizard? ...
jamesjdye
04-10-2009, 02:51 PM
Do you think sorceror would be better? If I want sorceror I wouldn't have the intelligence to get combat expertise and I wouldn't be able to get whirlwind. I'd also have less selection of spells but more SP. Since I'm relying on my swords to do damage I felt wizard was more appropriate.
BLAKROC
04-10-2009, 02:57 PM
these types are definately fun builds to play....
i would take tufness much earlier than level 15
and i would also get the tempest pre reqs sooner as well.
lvl 7 is a wizzie bonus feat not fighter.
whirl wind attack is meh :( if you have spare feats it s fun otherwise they are better feats to take extend maybe ?
quicken may also not be really necessarry most of your spells are buffs ?
i am sure others will chime in as well .
Blak
BLAKROC
04-10-2009, 02:59 PM
Do you think sorceror would be better? If I want sorceror I wouldn't have the intelligence to get combat expertise and I wouldn't be able to get whirlwind. I'd also have less selection of spells but more SP. Since I'm relying on my swords to do damage I felt wizard was more appropriate.
def not sorc they get there spells at hiigher levels and get less of em as well.
only need 13 int to get ce. 12 base +1 tome will do the trick that is another few build points elsewhere if ya need.
ce should be taken at a bit higher level as well. to penalty to hit is brutal at lower levels.
power attack is a feat you mite want to fit into your build as well.
Impaqt
04-10-2009, 03:04 PM
WHat exactly is the purpose of the build? All of your Important stats on this build are low. Low Dex for Weapon Finesse, Low str so reduced damage output, and Low int.....
I cant see this character being a viable Melee combatant, or a particually good buffer either.
Monkey_Archer
04-10-2009, 03:08 PM
Stats are iffy....
My tempest/kensai/wizard 6/6/8 is WF with 17/15/16/13/6/6 starting stats...
with only a few wiz levels intel is not that important.... weapon finnesse is a wasted feat and high str is necceassry if you dont want to miss the broad side of a barn ;)
Impaqt
04-10-2009, 03:41 PM
Stats are iffy....
My tempest/kensai/wizard 6/6/8 is WF with 17/15/16/13/6/6 starting stats...
with only a few wiz levels intel is not that important.... weapon finnesse is a wasted feat and high str is necceassry if you dont want to miss the broad side of a barn ;)
Weapon FInesse isnt a Wasted feat if you have the dex to go with it. Your str has nothing to do with hitting anything if you have a High Dex w/ Weapon Finesse.
Monkey_Archer
04-10-2009, 04:00 PM
Weapon FInesse isnt a Wasted feat if you have the dex to go with it. Your str has nothing to do with hitting anything if you have a High Dex w/ Weapon Finesse.
I know that... but i would not reccommend a weapon finesse semi caster....
Ac will never be great without monk levels, so you may as well go dps
Gadget2775
04-10-2009, 04:11 PM
I know that... but i would not reccommend a weapon finesse semi caster....
Ac will never be great without monk levels, so you may as well go dps
Really? News to me. I play a different version of this that's standing at a 54. If I ever get around to grinding out some of the rarer loot he'll sit at 60 without buffs. (Mine however is Str based...32 standing)
Gadget2775
04-10-2009, 04:21 PM
WHat exactly is the purpose of the build? All of your Important stats on this build are low. Low Dex for Weapon Finesse, Low str so reduced damage output, and Low int.....
16 Starting Dex is just fine for this build..
16 Base
04 Level Increase
02 Racial
02 Ranger
06 Item
--------
30
02 Tome
--------
32
To Hit....
13 BaB
11 Dex Bonus
02 Racial Enhancement (Rapiers/SS)
05 Weapon
02 Negative TWF
---------
29 Standing First hit w/o buffs
I cant see this character being a viable Melee combatant, or a particually good buffer either.
Int doesn't need to be super high, just high enough to cast. Spells (at least on my build) are light self buffs (although I went 7 Wizard, better break point IMO) Haste and Displacement.
Gadget2775
04-10-2009, 04:27 PM
Side note...I'd probably dump Charisma/UMD. Don't think the scores are going to be high enough for any of the really good stuff.
Monkey_Archer
04-10-2009, 04:42 PM
Really? News to me. I play a different version of this that's standing at a 54. If I ever get around to grinding out some of the rarer loot he'll sit at 60 without buffs. (Mine however is Str based...32 standing)
54 dual wielding? with or without CE?
Thats barely an effective ac at higher level quests.
16 Starting Dex is just fine for this build..
16 Base
04 Level Increase
02 Racial
02 Ranger
06 Item
--------
30
02 Tome
--------
32
To Hit....
13 BaB
11 Dex Bonus
02 Racial Enhancement (Rapiers/SS)
05 Weapon
02 Negative TWF
---------
29 Standing First hit w/o buffs
-5 CE
+4 GH
------
28 self buffed
Not great considering it would be less using vorpals or stat damage (unless you find a +5)
At least with a 32str you can buff with rage + madstone and have dps
Monkey_Archer
04-10-2009, 04:48 PM
Side note...I'd probably dump Charisma/UMD. Don't think the scores are going to be high enough for any of the really good stuff.
I agree, dump cha... and wisdom too
I would probably go 17/16/12/13/8/10
But 14/19/12/13/8/10 weapon finesse could work as well
Or 14/18/13/14/8/10
Brigadoom
04-10-2009, 04:57 PM
exactly how do you see this build being a great contributor to a party..
in nearly all groups you have someone who can cast haste, so don't understand why you would take so many wiz levels for that, I mean blur I under stand but can get a raid item or shroud item.. displacement, again shroud gear, only have to take it to tier II... I just think that you could go a lot better by just going like full ranger or like 18/2 end game and just get all the fancy stuff your talking about with raid gear and shroud gear... that way it will hit all your bases... maybe go 18 ranger 2 rogue and get a killer UMD, now you can use pretty much every scroll you want such as greater hero and heal...
that is just my opinion...
Monkey_Archer
04-10-2009, 05:13 PM
exactly how do you see this build being a great contributor to a party..
in nearly all groups you have someone who can cast haste, so don't understand why you would take so many wiz levels for that, I mean blur I under stand but can get a raid item or shroud item.. displacement, again shroud gear, only have to take it to tier II... I just think that you could go a lot better by just going like full ranger or like 18/2 end game and just get all the fancy stuff your talking about with raid gear and shroud gear... that way it will hit all your bases... maybe go 18 ranger 2 rogue and get a killer UMD, now you can use pretty much every scroll you want such as greater hero and heal...
that is just my opinion...
I assume his end build will be 6rgr/6ftr/8wiz ...
I went with 8 wizard first, and pure str based....
Right now, at level 12 (2/2/8), he is a dps monster (at least on low-mid ac stuff), can hit ~50 pt firewalls, haste, fireshield, constantly displace himself, and pass out 16 minute blurs/resists/jumps to the party. Being WF, can also self heal over 100pts with maxed repair critical and use reconstruct scrolls.
In my oppinion, this type of build must be considered a pure melee.... and be just as good as any other melee character.
Not to mention, the "real" casters will like not having to pass out low level buffs
Gadget2775
04-10-2009, 05:58 PM
54 dual wielding? with or without CE?
Thats barely an effective ac at higher level quests.
With CE. Again, that's base, unbuffed, missing AC specific items. (Titian Ring, etc) As for barely effective, not gona get into that can of worms other than to say I disagree. :)
CE does hurt the to hit bonus, but isn't required all the time. Displacement takes a whole lot of sting out of top mobs.
Gadget2775
04-10-2009, 06:05 PM
exactly how do you see this build being a great contributor to a party..
in nearly all groups you have someone who can cast haste, so don't understand why you would take so many wiz levels for that, I mean blur I under stand but can get a raid item or shroud item.. displacement, again shroud gear, only have to take it to tier II... I just think that you could go a lot better by just going like full ranger or like 18/2 end game and just get all the fancy stuff your talking about with raid gear and shroud gear... that way it will hit all your bases... maybe go 18 ranger 2 rogue and get a killer UMD, now you can use pretty much every scroll you want such as greater hero and heal...
that is just my opinion...
Because it's fun to do something that isn't cookie cutter. Yes, you can always craft shroud items to cast spells, but the amount those spells can be cast is much more limited.
Besides, what caster is going to keep me displaced in every big fight? None. Not one in the entire time I've been playing DDO. Haste? There're very few casters who keep me 100% hasted, so meh, would rather be able to do it for myself. My toon at least is a primary melee toon with spells for fun. He isn't a primary caster, nore does he pretend to be.
jamesjdye
04-10-2009, 06:18 PM
these types are definately fun builds to play....
i would take tufness much earlier than level 15
and i would also get the tempest pre reqs sooner as well.
Blak
Good points. I think I'll take weapon finesse, and then toughness that way I can get the enhancement bonuses to hp at earlier levels to make up for my low constitution.
lvl 7 is a wizzie bonus feat not fighter.
Blak
whirl wind attack is meh :( if you have spare feats it s fun otherwise they are better feats to take extend maybe ?
Blak
I've never actually used whirlwind in DDO. I have in other Neverwinter Nights but I suppose that's two entirely different games. It was kind of a focus of my build, I had assumed since it required so many prerequisites that it must be good. If anyone else agrees that it's not important I would probably change the build significantly. I'll look into more about whirlwind online and see what people think. I already took extend at level five when I took my first level of wizard.
Blak[/QUOTE]
quicken may also not be really necessarry most of your spells are buffs ?
Blak[/QUOTE]
You may be right. I haven't tested it's usefulness. I took so I could cast spells while daze monster and hypnotic pattern without slowing up my dps with my swords as much. I'll consider changing it however when I chose quicken it was a level that I had to choose a wizard feat. My other options are slim and I really don't feel like I had a better choice.
Thanks for your input.
James
Gadget2775
04-10-2009, 06:33 PM
Enlarge makes dealing with Beholders easier...(Ray of Enfeebelment/Enervation). Think you'll find that spells with saves aren't your friend with this build
Kalanth
04-10-2009, 06:37 PM
For 16 I would switch one level of fighter for one level of wizard and get access to the catch all spells Fire Wall and Solid Fog. Whats you plan to 20? I would say Wizard 7 / Fighter 4 / Ranger 9 for evasion, but that is just me.
Talon_Moonshadow
04-10-2009, 06:53 PM
I have a Rgr7/Rog4/Wiz5.
A few comments.
Dragon Marked Elf can get Displacement.
Haste potions are avail....and like others said, usually you can get haste from someone else.
Wiz 1 gives you use of all the wands. When I made mine Flamearrow and Stoneskin wands were not avail, but now they are.....I also made mine when you could buy Firewall scrolls (and DD scrolls...grrrrr)
I guess what I'm saying is although I like mine, in todays game it's not really necessary to have more than 1 lvl of Wiz to get many of the things I wanted.
And a high UMD could substitute for even that.
Now.....having Haste and Displacement on tap is extremely nice! And a whole lot of fun.
Plus 10min Blurs, Shields, Expeditious Retreat.....Invis....20pt Jump. And the occasional DD scroll.....etc.... it is a fun build.
I have an additional up and coming Rgr11/Wiz5 tucked away on some obscure server somewhere....and have considered a Rog##/Wiz3 or 5...with high Int.
But I've been almost as happy with dragon marked Elves...or my WF Rgr/Wiz1.
Or just a char with high UMD.
I should add that it is real easy for enemy spell casters to dispel your buffs...(low caster lvl) and when that happens, you are just an unbuffed low HP/BAB melee.(without striders :( )
jamesjdye
04-10-2009, 08:07 PM
I've revised it as follows,
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Spyral Deth
Level 16 Chaotic Good Drow Male
(4 Fighter \ 6 Ranger \ 6 Wizard)
Hit Points: 238
Spell Points: 395
BAB: 13\13\18\23
Fortitude: 14
Reflex: 16
Will: 8
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 13 17
Dexterity 17 27
Constitution 14 17
Intelligence 15 19
Wisdom 8 11
Charisma 10 13
Tomes Used
+3 Tome of Strength used at level 16
+3 Tome of Dexterity used at level 16
+3 Tome of Constitution used at level 16
+3 Tome of Intelligence used at level 16
+3 Tome of Wisdom used at level 16
+3 Tome of Charisma used at level 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 5 17
Bluff 0 1
Concentration 2 3
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal 3 15
Hide 7 23
Intimidate 2 15
Jump 5 14
Listen -1 2
Move Silently 7 21
Open Lock n/a n/a
Perform n/a n/a
Repair 2 4
Search 2 6
Spot -1 2
Swim 5 8
Tumble 5 17
Use Magic Device n/a n/a
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Heal (+4)
Skill: Hide (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Swim (+4)
Skill: Tumble (+2)
Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement: Drow Melee Damage I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I
Level 2 (Fighter)
Skill: Intimidate (+3)
Skill: Jump (+1)
Feat: (Fighter Bonus) Dodge
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I
Level 3 (Ranger)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Jump (+1)
Skill: Move Silently (+2)
Skill: Swim (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement: Racial Toughness I
Enhancement: Fighter Toughness I
Level 4 (Fighter)
Skill: Intimidate (+2)
Skill: Jump (+2)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I
Level 5 (Wizard)
Skill: Tumble (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Spell (1): Detect Secret Doors
Spell (1): Expeditious Retreat
Spell (1): Feather Fall
Spell (1): Nightshield
Spell (1): Obscuring Mist
Spell (1): Shield
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Dexterity I
Level 6 (Ranger)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+2)
Feat: (Selected) Two Weapon Defense
Feat: (Automatic) Diehard
Enhancement: Elven Arcane Fluidity II
Enhancement: Racial Toughness II
Level 7 (Wizard)
Skill: Balance (+1)
Skill: Tumble (+1)
Spell (1): Protection From Evil
Spell (1): Hypnotism
Enhancement: Wizard Intelligence I
Enhancement: Fighter Strength I
Level 8 (Wizard)
Ability Raise: DEX
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Spell (2): Bull's Strength
Spell (2): Blur
Enhancement: Drow Melee Damage II
Level 9 (Ranger)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+2)
Feat: (Selected) Mobility
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Elven Dexterity II
Level 10 (Ranger)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+3)
Skill: Move Silently (+3)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Drow Melee Attack II
Level 11 (Wizard)
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Spell (2): Cat's Grace
Spell (2): Bear's Endurance
Enhancement: Elven Enchantment Resistance I
Enhancement: Ranger Favored Damage II
Enhancement: Wizard Energy of the Scholar I
Level 12 (Ranger)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Tumble (+1.5)
Feat: (Selected) Spring Attack
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement: Ranger Tempest I
Level 13 (Wizard)
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Spell (3): Displacement
Spell (3): Haste
Enhancement: Ranger Favored Attack I
Enhancement: Wizard Energy of the Scholar II
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Tumble (+0.5)
Spell (3): Heroism
Spell (3): Rage
Enhancement: Ranger Dexterity II
Level 15 (Fighter)
Skill: Intimidate (+4)
Feat: (Selected) Combat Expertise
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Mobility I
Level 16 (Fighter)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Intimidate (+2)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Item Defense I
Enhancement: Fighter Flanking Mastery I
Enhancement: Fighter Toughness II
Any further input is appreciated.
jamesjdye
04-10-2009, 08:18 PM
For 16 I would switch one level of fighter for one level of wizard and get access to the catch all spells Fire Wall and Solid Fog. Whats you plan to 20? I would say Wizard 7 / Fighter 4 / Ranger 9 for evasion, but that is just me.
Yeah, that's what I'll do. If I switched that level of fighter for wizard I'd lose base attack bonus, HP, and greater two weapon fighting though once that expand it to level twenty, level 7 wizard will be my next step and then level 9 ranger for evasion.
Monkey_Archer
04-10-2009, 08:19 PM
I would still reccommend raising your primary stat (dex) to at least 18
Intelligence doesnt really give you much extra sp at all, and you only need a 13 intel to cast lvl 3 spells (or 14 for level 4 if you plan on getting 7 wiz next mod)
You could actually start with 10 and still cast level 3 spells with a +3 tome and no intel item. (Or a +2 tome and 1 intel enhancement)
The extra attack bonus from higher dex is well worth the few spell points you would lose.
jamesjdye
04-10-2009, 08:24 PM
I have a Rgr7/Rog4/Wiz5.
A few comments.
Dragon Marked Elf can get Displacement.
Haste potions are avail....and like others said, usually you can get haste from someone else.
Wiz 1 gives you use of all the wands. When I made mine Flamearrow and Stoneskin wands were not avail, but now they are.....I also made mine when you could buy Firewall scrolls (and DD scrolls...grrrrr)
I guess what I'm saying is although I like mine, in todays game it's not really necessary to have more than 1 lvl of Wiz to get many of the things I wanted.
And a high UMD could substitute for even that.
Now.....having Haste and Displacement on tap is extremely nice! And a whole lot of fun.
Plus 10min Blurs, Shields, Expeditious Retreat.....Invis....20pt Jump. And the occasional DD scroll.....etc.... it is a fun build.
I have an additional up and coming Rgr11/Wiz5 tucked away on some obscure server somewhere....and have considered a Rog##/Wiz3 or 5...with high Int.
But I've been almost as happy with dragon marked Elves...or my WF Rgr/Wiz1.
Or just a char with high UMD.
I should add that it is real easy for enemy spell casters to dispel your buffs...(low caster lvl) and when that happens, you are just an unbuffed low HP/BAB melee.(without striders :( )
Gah, I didn't think of that... So you think I should just take 1 level of wizard and the rest melee? Or I could take out the wizard for rogue levels and get UMD.
Ah... You're probably right...
jamesjdye
04-10-2009, 08:26 PM
I would still reccommend raising your primary stat (dex) to at least 18
Intelligence doesnt really give you much extra sp at all, and you only need a 13 intel to cast lvl 3 spells (or 14 for level 4 if you plan on getting 7 wiz next mod)
You could actually start with 10 and still cast level 3 spells with a +3 tome and no intel item. (Or a +2 tome and 1 intel enhancement)
The extra attack bonus from higher dex is well worth the few spell points you would lose.
If I had a +3 tome I might do that. However I can barely afford a +1 tome so that's not viable at this time. I agree with you about the dex though since I ended at 27 I should raise it by one more and I can do that by sacrificing a few int. Thanks.
jamesjdye
04-10-2009, 08:33 PM
If I had a +3 tome I might do that. However I can barely afford a +1 tome so that's not viable at this time. I agree with you about the dex though since I ended at 27 I should raise it by one more and I can do that by sacrificing a few int. Thanks.
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Spyral Deth
Level 16 Chaotic Good Drow Male
(4 Fighter \ 6 Ranger \ 6 Wizard)
Hit Points: 238
Spell Points: 380
BAB: 13\13\18\23
Fortitude: 14
Reflex: 17
Will: 8
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 16) (Level 16)
Strength 13 16 17
Dexterity 18 24 28
Constitution 14 17 17
Intelligence 13 16 17
Wisdom 8 11 11
Charisma 10 13 13
Tomes Used
+3 Tome of Strength used at level 16
+3 Tome of Dexterity used at level 16
+3 Tome of Constitution used at level 16
+3 Tome of Intelligence used at level 16
+3 Tome of Wisdom used at level 16
+3 Tome of Charisma used at level 16
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 4 13 13
Bluff 0 1 1
Concentration 2 3 3
Diplomacy 0 1 1
Disable Device n/a n/a n/a
Haggle 0 1 1
Heal 3 15 15
Hide 8 23 23
Intimidate 2 14 14
Jump 5 10 10
Listen -1 0 2
Move Silently 8 21 21
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 3 3
Search 1 3 5
Spot -1 0 2
Swim 5 8 8
Tumble 6 17 17
Use Magic Device n/a n/a n/a
Level 1 (Ranger)
Skill: Heal (+4)
Skill: Hide (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Swim (+4)
Skill: Tumble (+2)
Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement: Drow Melee Damage I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I
Level 2 (Fighter)
Skill: Intimidate (+3)
Feat: (Fighter Bonus) Dodge
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I
Level 3 (Ranger)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Move Silently (+2)
Skill: Swim (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement: Racial Toughness I
Enhancement: Fighter Toughness I
Level 4 (Fighter)
Skill: Intimidate (+2)
Skill: Jump (+1)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I
Level 5 (Wizard)
Skill: Tumble (+1.5)
Feat: (Wizard Bonus) Extend Spell
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Spell (1): Shield
Spell (1): Obscuring Mist
Spell (1): Expeditious Retreat
Spell (1): Feather Fall
Spell (1): Nightshield
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Dexterity I
Level 6 (Ranger)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+1)
Feat: (Selected) Two Weapon Defense
Feat: (Automatic) Diehard
Enhancement: Elven Arcane Fluidity II
Enhancement: Racial Toughness II
Level 7 (Wizard)
Skill: Balance (+1)
Skill: Tumble (+0.5)
Spell (1): Protection From Evil
Spell (1): Hypnotism
Enhancement: Wizard Intelligence I
Enhancement: Fighter Strength I
Level 8 (Wizard)
Ability Raise: DEX
Skill: Balance (+1)
Skill: Tumble (+0.5)
Spell (2): Bull's Strength
Spell (2): Blur
Enhancement: Drow Melee Damage II
Level 9 (Ranger)
Skill: Heal (+3)
Skill: Hide (+2)
Skill: Move Silently (+2)
Feat: (Selected) Mobility
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Elven Dexterity II
Level 10 (Ranger)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+2)
Skill: Move Silently (+3)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Drow Melee Attack II
Level 11 (Wizard)
Skill: Balance (+1)
Skill: Tumble (+0.5)
Spell (2): Cat's Grace
Spell (2): Bear's Endurance
Enhancement: Elven Enchantment Resistance I
Enhancement: Ranger Favored Damage II
Enhancement: Wizard Energy of the Scholar I
Level 12 (Ranger)
Ability Raise: DEX
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Tumble (+1.5)
Feat: (Selected) Spring Attack
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement: Ranger Tempest I
Level 13 (Wizard)
Skill: Balance (+1)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Spell (3): Displacement
Spell (3): Haste
Enhancement: Ranger Favored Attack I
Enhancement: Wizard Energy of the Scholar II
Level 14 (Wizard)
Skill: Intimidate (+1)
Skill: Tumble (+0.5)
Spell (3): Heroism
Spell (3): Rage
Enhancement: Ranger Dexterity II
Level 15 (Fighter)
Skill: Intimidate (+3)
Feat: (Selected) Combat Expertise
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Mobility I
Level 16 (Fighter)
Ability Raise: DEX
Skill: Intimidate (+2)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Item Defense I
Enhancement: Fighter Flanking Mastery I
Enhancement: Fighter Toughness II
Talon_Moonshadow
04-10-2009, 09:21 PM
Gah, I didn't think of that... So you think I should just take 1 level of wizard and the rest melee? Or I could take out the wizard for rogue levels and get UMD.
Ah... You're probably right...
Well, it's up to you.
I still enjoy mine. He's a lot of fun to play.
And I know at least one very sussessful Rgr11/Wiz5 char out there.
But I made mine a long time ago, and the game changed on me....some of my reasons aren't valid anymore.
And you can get many of the same things with Wiz1 or high UMD. Or Elf dragon marks.
But it's still a fun build.
And I'm planning on a couple similar builds still.
Those self buffs are nice. And a lot of fun.
But there's a few other ways to get most of them.
Edit: let me add a couple other things.
Wiz1 give you 2Min Shield and all wands.....but few other useful spells. Better for WF IMO cause at least you can get use out of Repair Light spell....and having acces to repair wands is a majot plus for a WF char.
But a high UMD can also give you all wands....arcane and divine.
But in both cases, wands take up inventory space. which is very sparce at high lvls......even more sparce for a char who tries to do it all.
Being dependant on wands and maybe scrolls means a very full backpack.
Thrudh
04-10-2009, 09:44 PM
exactly how do you see this build being a great contributor to a party..
in nearly all groups you have someone who can cast haste, so don't understand why you would take so many wiz levels for that, I mean blur I under stand but can get a raid item or shroud item.. displacement, again shroud gear, only have to take it to tier II... I just think that you could go a lot better by just going like full ranger or like 18/2 end game and just get all the fancy stuff your talking about with raid gear and shroud gear... that way it will hit all your bases... maybe go 18 ranger 2 rogue and get a killer UMD, now you can use pretty much every scroll you want such as greater hero and heal...
that is just my opinion...
Not defending this build (I didn't look at it closely enough), but I have a 11/5 ranger/wizard and being able to self-cast haste and displacement is HUGE... Sure, haste gets cast often on groups... displacement, not so much... but there are times when you are away from the casters... Lots of quests split up the group... (current end-game examples - Shroud Part 2, Hound, Prey, Kobold at end-fight) plus if you die or get dispelled (and dispell happens a lot), being able to self-cast makes a huge difference....
jamesjdye
04-11-2009, 01:17 PM
Thanks for the input guys. I went ahead with the build and am currently lvl 2 ranger / 1 fighter on Argonessen. I'll post back here about the build once I reach lvl 16 and let yas know how it goes.
jamesjdye
04-11-2009, 01:25 PM
I have a Rgr7/Rog4/Wiz5.
I should add that it is real easy for enemy spell casters to dispel your buffs...(low caster lvl) and when that happens, you are just an unbuffed low HP/BAB melee.(without striders :( )
Gah, I didn't think of that... So you think I should just take 1 level of wizard and the rest melee? Or I could take out the wizard for rogue levels and get UMD.
Ah... You're probably right...
Not defending this build (I didn't look at it closely enough), but I have a 11/5 ranger/wizard and being able to self-cast haste and displacement is HUGE... Sure, haste gets cast often on groups... displacement, not so much... but there are times when you are away from the casters... Lots of quests split up the group... (current end-game examples - Shroud Part 2, Hound, Prey, Kobold at end-fight) plus if you die or get dispelled (and dispell happens a lot), being able to self-cast makes a huge difference....
Or maybe you're right. I'll have quicken spell as well so I could rebuff fairly quickly if needed.
BLAKROC
04-11-2009, 05:23 PM
I've revised it as follows,
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Spyral Deth
Level 16 Chaotic Good Drow Male
(4 Fighter \ 6 Ranger \ 6 Wizard)
Hit Points: 238
Spell Points: 395
BAB: 13\13\18\23
Fortitude: 14
Reflex: 16
Will: 8
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 13 17
Dexterity 17 27
Constitution 14 17
Intelligence 15 19
Wisdom 8 11
Charisma 10 13
Tomes Used
+3 Tome of Strength used at level 16
+3 Tome of Dexterity used at level 16
+3 Tome of Constitution used at level 16
+3 Tome of Intelligence used at level 16
+3 Tome of Wisdom used at level 16
+3 Tome of Charisma used at level 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 5 17
Bluff 0 1
Concentration 2 3
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal 3 15
Hide 7 23
Intimidate 2 15
Jump 5 14
Listen -1 2
Move Silently 7 21
Open Lock n/a n/a
Perform n/a n/a
Repair 2 4
Search 2 6
Spot -1 2
Swim 5 8
Tumble 5 17
Use Magic Device n/a n/a
Level 1 (Ranger)
Skill: Balance (+2)
Skill: Heal (+4)
Skill: Hide (+4)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Swim (+4)
Skill: Tumble (+2)
Feat: (Favored Enemy) Favored Enemy: Monstrous Humanoid
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy
Enhancement: Drow Melee Damage I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I
Level 2 (Fighter)
Skill: Intimidate (+3)
Skill: Jump (+1)
Feat: (Fighter Bonus) Dodge
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Tower Shield Proficiency
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I
Level 3 (Ranger)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Jump (+1)
Skill: Move Silently (+2)
Skill: Swim (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Enhancement: Racial Toughness I
Enhancement: Fighter Toughness I
Level 4 (Fighter)
Skill: Intimidate (+2)
Skill: Jump (+2)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I
Level 5 (Wizard)
Skill: Tumble (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Spell (1): Detect Secret Doors
Spell (1): Expeditious Retreat
Spell (1): Feather Fall
Spell (1): Nightshield
Spell (1): Obscuring Mist
Spell (1): Shield
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Dexterity I
Level 6 (Ranger)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+2)
Feat: (Selected) Two Weapon Defense
Feat: (Automatic) Diehard
Enhancement: Elven Arcane Fluidity II
Enhancement: Racial Toughness II
Level 7 (Wizard)
Skill: Balance (+1)
Skill: Tumble (+1)
Spell (1): Protection From Evil
Spell (1): Hypnotism
Enhancement: Wizard Intelligence I
Enhancement: Fighter Strength I
Level 8 (Wizard)
Ability Raise: DEX
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Spell (2): Bull's Strength
Spell (2): Blur
Enhancement: Drow Melee Damage II
Level 9 (Ranger)
Skill: Heal (+3)
Skill: Hide (+3)
Skill: Move Silently (+2)
Feat: (Selected) Mobility
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Elven Dexterity II
Level 10 (Ranger)
Skill: Heal (+1)
Skill: Hide (+1)
Skill: Jump (+3)
Skill: Move Silently (+3)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Drow Melee Attack II
Level 11 (Wizard)
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Spell (2): Cat's Grace
Spell (2): Bear's Endurance
Enhancement: Elven Enchantment Resistance I
Enhancement: Ranger Favored Damage II
Enhancement: Wizard Energy of the Scholar I
Level 12 (Ranger)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Heal (+2)
Skill: Hide (+2)
Skill: Tumble (+1.5)
Feat: (Selected) Spring Attack
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Enhancement: Ranger Tempest I
Level 13 (Wizard)
Skill: Balance (+1.5)
Skill: Tumble (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Spell (3): Displacement
Spell (3): Haste
Enhancement: Ranger Favored Attack I
Enhancement: Wizard Energy of the Scholar II
Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Tumble (+0.5)
Spell (3): Heroism
Spell (3): Rage
Enhancement: Ranger Dexterity II
Level 15 (Fighter)
Skill: Intimidate (+4)
Feat: (Selected) Combat Expertise
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Mobility I
Level 16 (Fighter)
Ability Raise: DEX
Skill: Balance (+0.5)
Skill: Intimidate (+2)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Item Defense I
Enhancement: Fighter Flanking Mastery I
Enhancement: Fighter Toughness II
Any further input is appreciated.
with the stats you have chosen you can end up with no tomes or buffs
str 13 +1 fight +6 item =20 +2 rams +2 rage +2 =26
dex 17 +4 lvl +2 ranger enhancement +2 elf enhancment +6 item =31 +1 tome =32
con 14 +6 item =20
int 15 +1 enhancement +6 item as neeeded =22
wis 8
cha 10
these would be finals at 16 you will get another point at 20 so you can balance out as needed if/when you get some +3 tomes .
blak
jamesjdye
04-18-2009, 10:10 PM
with the stats you have chosen you can end up with no tomes or buffs
str 13 +1 fight +6 item =20 +2 rams +2 rage +2 =26
dex 17 +4 lvl +2 ranger enhancement +2 elf enhancment +6 item =31 +1 tome =32
con 14 +6 item =20
int 15 +1 enhancement +6 item as neeeded =22
wis 8
cha 10
these would be finals at 16 you will get another point at 20 so you can balance out as needed if/when you get some +3 tomes .
blak
So do you think it will be a viable character build for level 16?
Pwesiela
04-19-2009, 12:24 AM
My ranger Kiresek is currently a lvl 11rgr/2ftr/3wiz. He's really quite fun to play and is primarily melee. I'm just deciding what to do after I get 12 ranger at lvl 17. Do I go a bit more wiz for more access to spells and scrolls, or more fighter for more feats? Hmmm....
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