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Gaidin43
09-22-2009, 12:45 PM
Looking to get thoughts and ideas on this spec for end game play. Solo ability (survivability), usefulness (ie traps/locks), and end game dps (doesn't have to be max, but better than most). This is a 28 point build with no use of tomes.

1. Are rapiers effective enough? or should I look to go khopesh with a different race (dwarf maybe)?

2. I will be wearing light armor due to the evasion requirement, unless heavy armor gives so much more that evasion isn't worth it. (level 9 I get heavy armor)

3. Should I swap out power crit and stunning blow for something else? I had so many feats I didn't know what else to do with them so those seems like the worked.

4. Do I need oversized fighting for rapiers?

Let me know what you think.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Grolith
Level 20 Lawful Good Drow Male
(12 Fighter \ 2 Rogue \ 6 Ranger)
Hit Points: 302
Spell Points: 10
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 17
Will: 5

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 22
Dexterity 16 21
Constitution 14 14
Intelligence 12 12
Wisdom 8 8
Charisma 10 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 10
Bluff 0 2
Concentration 2 2
Diplomacy 0 0
Disable Device 5 16
Haggle 0 0
Heal -1 -1
Hide 3 6
Intimidate 0 0
Jump 7 18
Listen -1 1
Move Silently 7 11
Open Lock 7 20
Perform n/a n/a
Repair 1 1
Search 5 15
Spot 3 6
Swim 3 6
Tumble 7 10
Use Magic Device 4 15.5

Level 1 (Rogue)
Feat: (Selected) Dodge
Enhancement: Drow Melee Damage I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Rogue)
Enhancement: Improved Spell Resistance I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Accuracy I


Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Mobility
Enhancement: Rogue Damage Boost I
Enhancement: Ranger Sprint Boost I
Enhancement: Elven Dexterity I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I


Level 4 (Ranger)
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 8 (Ranger)
Enhancement: Drow Melee Damage II
Enhancement: Elven Dexterity II
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 9 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Toughness
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness I


Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
Enhancement: Drow Melee Attack II


Level 11 (Fighter)
Enhancement: Racial Toughness I
Enhancement: Fighter Strength I


Level 12 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Weapon Specialization: Piercing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost II


Level 13 (Fighter)
Enhancement: Fighter Critical Accuracy II


Level 14 (Fighter)
Feat: (Fighter Bonus) Power Attack
Enhancement: Kensei Rapier Mastery I
Enhancement: Fighter Kensei I
Enhancement: Fighter Toughness II


Level 15 (Fighter)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Haste Boost III


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Piercing Weapons
Enhancement: Fighter Critical Accuracy III
Enhancement: Fighter Rapier Specialization I


Level 17 (Fighter)
Enhancement: Fighter Strength II


Level 18 (Fighter)
Feat: (Selected) Power Critical
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Fighter Haste Boost IV


Level 19 (Fighter)
Enhancement: Fighter Critical Accuracy IV


Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
Enhancement: Kensei Rapier Mastery II
Enhancement: Fighter Kensei II
Enhancement: Racial Toughness II

Noctus
09-22-2009, 11:52 PM
1. Are rapiers effective enough? or should I look to go khopesh with a different race (dwarf maybe)?

Rapiers + racial weapon enhancements = good weapon choice.



2. I will be wearing light armor due to the evasion requirement, unless heavy armor gives so much more that evasion isn't worth it. (level 9 I get heavy armor)

You´ll be fine.
Your character wont be able to keep up a working AC once you reach the gianthold anyway, so dont waste resources on it, and dont give up an actual working defense ability for vain AC trys.



3. Should I swap out power crit and stunning blow for something else?

* Power Crit is a useless feat, along with Crit Accuracy fighter´s enhancements. You´ll confirm a crit anyway and these feats dont add to dame --> wasted resources.

* Stunning Blow, nice feat. Usefull especially against spellcasters, but to really put it to use you will have to invest something into the Stunning Blow fighter enhancements.



4. Do I need oversized fighting for rapiers?

If you want to wield two Rapiers simultaneously, you should have it.

prowessss
09-23-2009, 04:40 AM
I disagree with your argument against criticals... Confirming criticals is not a sure-thing and there's a feat that doubles the threat range (making any weapon effectively "keen")... taking that feat you will immediately notice more criticals. IMO, the scariest of all tempests is a kensai specializing in heavy picks with a stockpike of +to confirm criticals. x4 critical multiplier+keen+something like 12 to confirm criticals= likely a critical every 3 swings... by my quick reckoning.
another thing-- if you think confirming criticals is a sure-thing roll a new toon and put a keen rapier (weapon with the largest critical threat range in the game, right?) on him... watch how often you fail to confirm a critical.--or better yet draw it up on pnp!

Monkey_Archer
09-23-2009, 04:50 AM
I disagree with your argument against criticals... Confirming criticals is not a sure-thing and there's a feat that doubles the threat range (making any weapon effectively "keen")... taking that feat you will immediately notice more criticals. IMO, the scariest of all tempests is a kensai specializing in heavy picks with a stockpike of +to confirm criticals. x4 critical multiplier+keen+something like 12 to confirm criticals= likely a critical every 3 swings... by my quick reckoning.
another thing-- if you think confirming criticals is a sure-thing roll a new toon and put a keen rapier (weapon with the largest critical threat range in the game, right?) on him... watch how often you fail to confirm a critical.--or better yet draw it up on pnp!

Confirming criticals is an additional roll. I has nothing to do with threat rage, therefore no, +12 to confirm will NOT give you a crit every 3 swings. The crit range of a pick is always 20 (or 19-20 with keen)... so thats 1 crit every 10 or 20 attacks.

The confirm crit roll is based on your to hit bonus. This means, if you only miss on a 1, you will only fail to confirm a crit on a 1. A kensai 2 gets +10 to confirm (6 from enhancments + 4 from kensai) so even if you miss half the time, you will still confirm all your crits.... add a bloodstone and thats +16. That extra +4 from powercritical is definatly not needed.

Delt
09-23-2009, 05:13 AM
I disagree with your argument against criticals... Confirming criticals is not a sure-thing and there's a feat that doubles the threat range (making any weapon effectively "keen")... taking that feat you will immediately notice more criticals. IMO, the scariest of all tempests is a kensai specializing in heavy picks with a stockpike of +to confirm criticals. x4 critical multiplier+keen+something like 12 to confirm criticals= likely a critical every 3 swings... by my quick reckoning.
another thing-- if you think confirming criticals is a sure-thing roll a new toon and put a keen rapier (weapon with the largest critical threat range in the game, right?) on him... watch how often you fail to confirm a critical.--or better yet draw it up on pnp!

You are a little confused over terminology and mechanics.

As for Noctus' advice, it's solid enough - but some of it's definately not accurate imo. A 28 dex on that particular build can get ~50 AC (give or take), in DT leather with Power Attack active, before outside buffs and favored.

That's workable AC for a lot of content. Maybe not Amrath, but not everyone can sport 80 AC.

As for otwf, I can't see that being ever being called "needed". With the racial line, Kensai II and all that other jazz (rams, favored, etc) his tohit will be high.

prowessss
09-23-2009, 05:39 AM
maybe i am confused and on drugs but to my understanding... critical threat range is naturally a 20... and fumble threat range is naturally a 1... there's no fumbles in this game so we move onto confirming the critical... you roll the exact equasion again and if your second roll would hit your target you score a critical.. if it'd miss, you score a normal shot. nowwwww consider this, you go against someone that you have to roll a 15 or better on to hit... That gives you... 20% to confirm critical? I don't understand you anymore... what am i missing?
Confirming criticals is just about the most difficult part about hitting the critical! unless you're up against a target you have a high success rate for hitting... and if that's the case, do you even need a critical? NOW, another thing to consider is if you increase your critical threat range to, for the sake of argument, the official maximum of 15-20... only a 20 is a guaranteed hit if you don't confirm your critical... so if you roll a 15, and you fail to confirm, you miss... BUT, if you have ridiculous +confirm crits, any time you roll a 15 or better, say, against something you'd have to roll a 17 on to hit, you basically get a better shot at scoring a critical hit than you would a normal hit! WHAT AM I MISSING???
In my very humble opinion, +to confirm criticals is very useful, but absolutely not needed.

EDIT: oh and i of course exaggerated when i said criticals every third swing... 15-20 crit threat range is a natural 20%... i'm just bad at math and when i tried to think of it i just came up with a ridiculous amount... CRITICALS EVERYTIME YOUR MOM PRETENDS SHE DOESN'T KNOW YOU!

Monkey_Archer
09-23-2009, 05:43 AM
maybe i am confused and on drugs but to my understanding... critical threat range is naturally a 20... and fumble threat range is naturally a 1... there's no fumbles in this game so we move onto confirming the critical... you roll the exact equasion again and if your second roll would hit your target you score a critical.. if it'd miss, you score a normal shot. nowwwww consider this, you go against someone that you have to roll a 15 or better on to hit... That gives you... 25% to confirm critical? I don't understand you anymore... what am i missing?
Confirming criticals is just about the most difficult part about hitting the critical! unless you're up against a target you have a high success rate for hitting... and if that's the case, do you even need a critical? NOW, another thing to consider is if you increase your critical threat range to, for the sake of argument, the official maximum of 15-20... only a 20 is a guaranteed hit if you don't confirm your critical... so if you roll a 15, and you fail to confirm, you miss... BUT, if you have ridiculous +confirm crits, any time you roll a 15 or better, say, against something you'd have to roll a 17 on to hit, you basically get a better shot at scoring a critical hit than you would a normal hit! WHAT AM I MISSING???
In my very humble opinion, +to confirm criticals is very useful, but absolutely not needed.

This build will potentially have +16 to confirm criticals already... Why would you waste a valuable feat on an additional +4?

prowessss
09-23-2009, 05:56 AM
This build will potentially have +16 to confirm criticals already... Why would you waste a valuable feat on an additional +4?

I wouldn't! lol i'm just defending the validity of bonuses to confirming criticals... has this whole conversation been about that one feat? I thought it was about building a character for the intent to confirm criticals? Is that what i'm missing?

Gaidin43
09-24-2009, 07:32 AM
1. Get rid of power crit and replacing it with what? maybe one of the following? toughness/two weapon blocking/two weapon defense/skill focus UMD/nimble fingers. Any ideas or suggestions?

2. Don't dump any points into spot and just max out UMD and unlock, put some points into disable. Question here is what is considered max for lvl 20 areas on UMD, unlock, and disable BEFORE item buffs.

3. removing critical accuracy IV and III, replacing it with... what? Armor Mastery II (to max dex bonus with light armor) and maybe stunning blow enhancement or something.

I am trying to sort all this out BEFORE I get too deep into my toon and have to start all over again... since changing feats around costs a ton, changing in enhancements not too much cheaper, and forget about changing skill points around...let alone ability points.

Gaidin43
09-25-2009, 11:54 AM
With the advice of changes to make... what does everything think about this build?

Armor mastery... still not sure if it is worth 2 points, but had to put things somewhere. The skill focus UMD could be replace, with maybe mental toughness... but I don't see myself casting too many lvl 1 ranger spells unless one of them was a heal... which is not the case.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Grolith
Level 20 Lawful Good Drow Male
(12 Fighter \ 2 Rogue \ 6 Ranger)
Hit Points: 312
Spell Points: 10
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 17
Will: 5

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 22
Dexterity 16 21
Constitution 14 14
Intelligence 12 12
Wisdom 8 8
Charisma 10 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 9
Bluff 0 2
Concentration 2 2
Diplomacy 0 0
Disable Device 5 12
Haggle 0 0
Heal -1 -1
Hide 3 7
Intimidate 0 0
Jump 7 11
Listen -1 1
Move Silently 7 10
Open Lock 7 22
Perform n/a n/a
Repair 1 1
Search 5 13
Spot 3 6
Swim 3 6
Tumble 7 10
Use Magic Device 4 26

Level 1 (Rogue)
Feat: (Selected) Dodge
Enhancement: Drow Melee Damage I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Rogue)
Enhancement: Rogue Damage Boost I
Enhancement: Improved Spell Resistance I
Enhancement: Rogue Sneak Attack Accuracy I


Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Mobility
Enhancement: Ranger Sprint Boost I
Enhancement: Elven Dexterity I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I


Level 4 (Ranger)
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 8 (Ranger)
Enhancement: Drow Melee Damage II
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 9 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Toughness
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Elven Dexterity II
Enhancement: Fighter Critical Accuracy I
Enhancement: Racial Toughness I


Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
Enhancement: Drow Melee Attack II


Level 11 (Fighter)
Enhancement: Racial Toughness II
Enhancement: Fighter Strength I


Level 12 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Weapon Specialization: Piercing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost II


Level 13 (Fighter)
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness I


Level 14 (Fighter)
Feat: (Fighter Bonus) Power Attack
Enhancement: Kensei Rapier Mastery I
Enhancement: Fighter Kensei I


Level 15 (Fighter)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Haste Boost III


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Piercing Weapons
Enhancement: Fighter Rapier Specialization I
Enhancement: Fighter Strength II


Level 17 (Fighter)
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Toughness II


Level 18 (Fighter)
Feat: (Selected) Skill Focus: Use Magic Device
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Fighter Haste Boost IV


Level 19 (Fighter)
Enhancement: Fighter Toughness III


Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
Enhancement: Kensei Rapier Mastery II
Enhancement: Fighter Kensei II
Enhancement: Ranger Favored Attack I

TheJusticar
10-04-2009, 11:54 PM
Pretty much the same build I started couple weeks ago (though I level fairly slowly). She's a lvl5 2rogue/3rng hafling (was going for WF, but Bandyman gave me the 'fling idea). She does lvl8 traps (Gwyland's hard), ans she deals quite a bit of dmg. Evasion, traps, UMD, Initimi and eventually tempest + kensai = great tankage (possibly great AC as well with certain items + CE). I'm also considering going rogue2/rng12/fighter6 (more favored enemies and self buffage). Not quite sure though. I'm just having fun with this build with relatively no twinking items/gear/tomes.

Godspeed.

ChaupSuey
10-07-2009, 02:16 PM
I was just talking to a friend about a build just like this. I am new to DDO but played pnp. It is very close but a bit more offensive. I had some different feats. Mine is dex based.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

pincushion
Level 20 Lawful Good Drow Male
(12 Fighter \ 2 Rogue \ 6 Ranger)
Hit Points: 332
Spell Points: 25
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 21
Will: 6

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 11 13
Dexterity 18 28
Constitution 14 17
Intelligence 13 14
Wisdom 10 10
Charisma 10 10

Tomes Used
+1 Tome of Strength used at level 1
+3 Tome of Dexterity used at level 1
+2 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 9 20
Bluff 0 2
Concentration 3 3
Diplomacy 0 0
Disable Device 6 20
Haggle 0 0
Heal 0 0
Hide 5 9
Intimidate 0 0
Jump 5 9
Listen 4 7
Move Silently 5 9
Open Lock 9 14
Perform n/a n/a
Repair 2 2
Search 6 14
Spot 4 13
Swim 1 2
Tumble 9 20
Use Magic Device 4 20

Level 1 (Rogue)
Feat: (Selected) Dodge
Enhancement: Drow Melee Damage I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Rogue)
Enhancement: Rogue Sneak Attack Accuracy I


Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Mobility
Enhancement: Ranger Energy Resistence Boost I
Enhancement: Elven Dexterity I
Enhancement: Ranger Favored Damage I


Level 4 (Ranger)
Enhancement: Drow Melee Attack I
Enhancement: Ranger Dexterity I


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 8 (Ranger)
Enhancement: Ranger Energy Resistence Boost II
Enhancement: Drow Melee Damage II
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 9 (Fighter)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Finesse
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Elven Dexterity II
Enhancement: Fighter Critical Accuracy I
Enhancement: Racial Toughness I


Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
Enhancement: Drow Melee Attack II


Level 11 (Fighter)
Enhancement: Racial Toughness II


Level 12 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Weapon Specialization: Piercing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost II


Level 13 (Fighter)
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness I


Level 14 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Kensei Rapier Mastery I
Enhancement: Fighter Kensei I


Level 15 (Fighter)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Attack Boost III
Enhancement: Fighter Haste Boost III


Level 16 (Fighter)
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Rapier Specialization I


Level 17 (Fighter)
Enhancement: Fighter Toughness II


Level 18 (Fighter)
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Whirlwind Attack
Enhancement: Fighter Attack Boost IV
Enhancement: Fighter Haste Boost IV


Level 19 (Fighter)
Enhancement: Fighter Toughness III


Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
Enhancement: Rogue Damage Boost I
Enhancement: Kensei Rapier Mastery II
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Kensei II




I would love to know more about how this build plays out.

DeadOnes
11-13-2009, 12:26 AM
Hi everyone. I started playing this game and I love it, my only problem is figuring out a good build. I'm going to try this one out as it sounds like from the comments it's a nice multi class and I really want to be a rogue. My question however is the stats. I've picked the stats 15 str, 16 dex, 11 con, 13 int, 13 wis, and 10 cha. I did this because I was going to go nutts and get a tome of +1 to all stats at lev 1. This way I can use potions to open rune doors of int or wis and such that I have found. Is this good or bad? Be kind heheheh....

DoyleL
11-17-2009, 02:13 PM
I took the builds above and modified them for PD play (no tomes, no 32-point builds) and I've been having a blast with it. I'm only to level 6, so I'm not sure if I'm jumping to Fighter or sticking with Ranger once I get Tempest.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Raezyra
Level 20 Chaotic Neutral Elf Female
(12 Fighter \ 2 Rogue \ 6 Ranger)
Hit Points: 312
Spell Points: 10
BAB: 19\19\24\29\29
Fortitude: 15
Reflex: 17
Will: 5

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 14 20
Dexterity 16 21
Constitution 14 14
Intelligence 12 12
Wisdom 8 8
Charisma 10 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 10
Bluff 0 3
Concentration 2 2
Diplomacy 0 0
Disable Device 5 15
Haggle 0 0
Heal -1 -1
Hide 3 7
Intimidate 0 0
Jump 6 11
Listen -1 2
Move Silently 7 11
Open Lock 7 12
Perform n/a n/a
Repair 1 1
Search 5 14
Spot 3 16
Swim 2 5
Tumble 7 10
Use Magic Device 4 23

Level 1 (Rogue)
Feat: (Selected) Dodge
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Sneak Attack Training I


Level 2 (Rogue)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Improved Trap Sense I


Level 3 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Mobility
Enhancement: Ranger Sprint Boost I
Enhancement: Elven Dexterity I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I


Level 4 (Ranger)
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Ranger Dexterity I


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 8 (Ranger)
Enhancement: Elven Dexterity II
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II


Level 9 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Toughness
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Racial Toughness I


Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
Enhancement: Aerenal Elf Melee Attack II


Level 11 (Fighter)
Enhancement: Racial Toughness II
Enhancement: Fighter Strength I


Level 12 (Fighter)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost II


Level 13 (Fighter)
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness I


Level 14 (Fighter)
Feat: (Fighter Bonus) Power Attack
Enhancement: Kensei Rapier Mastery I
Enhancement: Fighter Kensei I


Level 15 (Fighter)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Haste Boost III


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Piercing Weapons
Enhancement: Fighter Rapier Specialization I
Enhancement: Fighter Strength II


Level 17 (Fighter)
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Toughness II


Level 18 (Fighter)
Feat: (Selected) Skill Focus: Use Magic Device
Feat: (Fighter Bonus) Stunning Blow
Enhancement: Fighter Haste Boost IV


Level 19 (Fighter)
Enhancement: Fighter Toughness III


Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
Enhancement: Kensei Rapier Mastery II
Enhancement: Fighter Kensei II
Enhancement: Ranger Favored Attack I




Edit: If anyone with more experience with this build or higher-level PD play would like to offer feedback, I'd love to hear it.

kungfuhustler
11-20-2009, 06:57 AM
I have been running a variation of this build myself and having a lot of fun with it. I actually cut my on down to 12, however, and boosted int up to 14. The build is already made from glass so I really don't care about the 20 HP loss at level 20 so with this int boost I am able to carry max ranks in open/disable all the way up to the top! Wands make me as good as dang near any rog and a good cleric makes me an ideal replacement for a traditional rog.

Just my .02DDO bucks.
PS: Use stat damaging weapons! 15-20 crit? Why not add 1d6 ability damage to those crits, eh?
Currently wielding: Str sapping & enfeebling arpiers @ lvl 10 or 2x vicious rapiers. (My cleric is the best mom ever)

Cloista
11-21-2009, 05:05 AM
I'm also looking at making a variation of this build, but as a 28 point Human wielding Scimitars.


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Cloista
Level 20 Neutral Good Human Male
(12 Fighter \ 2 Rogue \ 6 Ranger)
Hit Points: 332
Spell Points: 10
BAB: 19\19\24\29\29
Fortitude: 16
Reflex: 17
Will: 6

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 21
Dexterity 16 19
Constitution 14 15
Intelligence 10 10
Wisdom 8 8
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 8
Bluff -1 1
Concentration 2 2
Diplomacy -1 -1
Disable Device 4 5
Haggle 3 4
Heal -1 -1
Hide 3 4
Intimidate 3 24
Jump 6 9
Listen -1 0
Move Silently 3 4
Open Lock 7 9
Perform n/a n/a
Repair 0 0
Search 4 18
Spot 3 17
Swim 3 5
Tumble 4 5
Use Magic Device 3 21

Level 1 (Rogue)
Feat: (Selected) Dodge
Feat: (Human Bonus) Toughness
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Rogue Spot I


Level 2 (Fighter)
Feat: (Fighter Bonus) Mobility
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Intimidate I


Level 3 (Fighter)
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Weapon Focus: Slashing Weapons
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Racial Toughness I


Level 4 (Fighter)
Enhancement: Fighter Strength I
Enhancement: Rogue Improved Trap Sense I


Level 5 (Fighter)
Feat: (Fighter Bonus) Spring Attack


Level 6 (Fighter)
Feat: (Selected) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Critical Accuracy II


Level 7 (Fighter)
Feat: (Fighter Bonus) Cleave
Enhancement: Fighter Kensei I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I


Level 8 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 9 (Ranger)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Ranger Dexterity I


Level 10 (Ranger)


Level 11 (Ranger)


Level 12 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Human Adaptability Strength I
Enhancement: Racial Toughness II


Level 13 (Ranger)
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Ranger Tempest I
Enhancement: Ranger Dexterity II
Enhancement: Fighter Toughness II


Level 14 (Rogue)
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Fighter Intimidate II


Level 15 (Fighter)
Feat: (Selected) Two Weapon Defense
Enhancement: Kensei Scimitar Mastery I
Enhancement: Human Improved Recovery II


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Enhancement: Fighter Scimitar Specialization I
Enhancement: Fighter Toughness III


Level 17 (Fighter)


Level 18 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Feat: (Selected) Luck of Heroes
Enhancement: Human Improved Recovery III


Level 19 (Fighter)
Enhancement: Fighter Toughness IV


Level 20 (Fighter)
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Kensei Scimitar Mastery II
Enhancement: Fighter Kensei II
Enhancement: Racial Toughness III




This being my first multiclass, I'd appreciate any feedback. Note I don't have 32 point builds, and this build isn't reliant on Tomes.