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buddabopp
04-19-2010, 11:01 AM
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

skellietank
Level 20 True Neutral Dwarf Male
(6 Barbarian \ 2 Rogue \ 12 Wizard)
Hit Points: 344
Spell Points: 784
BAB: 13\13\18\23
Fortitude: 14
Reflex: 12
Will: 9

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 16 20 20
Dexterity 16 17 17
Constitution 16 17 21
Intelligence 14 16 18
Wisdom 8 8 8
Charisma 6 6 6

Tomes Used
+2 Tome of Intelligence used at level 8
+1 Tome of Dexterity used at level 11

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 10 14
Bluff 2 2 2
Concentration 3 5 5
Diplomacy 2 2 2
Disable Device 6 27 28
Haggle 2 2 2
Heal -1 -1 -1
Hide 3 3 3
Intimidate -2 -2 -2
Jump 7 10 10
Listen -1 -1 -1
Move Silently 3 3 3
Open Lock 7 10 10
Perform n/a n/a n/a
Repair 2 4 4
Search 6 27 29
Spot -1 -1 -1
Swim 3 5 5
Tumble 7 7 7
Use Magic Device 2 15 15

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Barbarian)


Level 3 (Barbarian)
Feat: (Selected) Power Attack


Level 4 (Rogue)
Ability Raise: STR


Level 5 (Barbarian)


Level 6 (Barbarian)
Feat: (Selected) Two Weapon Fighting


Level 7 (Barbarian)


Level 8 (Barbarian)
Ability Raise: STR


Level 9 (Wizard)
Feat: (Selected) Cleave
Feat: (Wizard Bonus) Extend Spell
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Feather Fall
Spell (1): Detect Secret Doors
Spell (1): Nightshield
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Damage Boost II
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Extra Rage I
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Hardy Rage II
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Power Rage I
Enhancement: Barbarian Frenzied Berserker I
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Barbarian Constitution I
Enhancement: Barbarian Constitution II
Enhancement: Barbarian Toughness I
Enhancement: Barbarian Toughness II


Level 10 (Wizard)
Spell (1): Tumble
Spell (1): Grease


Level 11 (Wizard)
Spell (2): Blur
Spell (2): Resist Energy
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Power Rage II
Enhancement: Dwarven Constitution II


Level 12 (Wizard)
Ability Raise: STR
Feat: (Selected) Improved Two Weapon Fighting
Spell (2): False Life
Spell (2): Command Undead


Level 13 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Spell (3): Displacement
Spell (3): Haste
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Wizard Energy of the Scholar I


Level 14 (Wizard)
Spell (3): Heroism
Spell (3): Rage
Enhancement: Wizard Intelligence I


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Spell (4): Fire Shield
Spell (4): Stoneskin
Enhancement: Wizard Pale Master I


Level 16 (Wizard)
Ability Raise: STR
Spell (4): Remove Curse
Spell (4): Wall of Fire


Level 17 (Wizard)
Spell (5): Teleport
Spell (5): Waves of Fatigue


Level 18 (Wizard)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Wizard Bonus) Mental Toughness
Spell (5): Protection From Elements
Spell (5): Summon Monster V


Level 19 (Wizard)
Spell (6): Greater Heroism
Spell (6): True Seeing
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence II


Level 20 (Wizard)
Ability Raise: CON
Spell (6): Tenser's Transformation
Spell (6): Create Undead
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Dwarven Axe Attack I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Barbarian Improved Trap Sense I
Enhancement: Barbarian Improved Trap Sense II
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master II
Enhancement: Summon Blackbone Knight
Enhancement: Summon Skeletal Knight
Enhancement: Shroud of the Wraith





This build is something random i came up with to pass time until the next update. Yes i know it is insane but hey i love doing insane things. The only pieces of gear that are required for this would be the shroud of the abbot, obtainable through the abbot raid and the pale master set from Amrath. with these three items, while in the undead form the character will gain 6-27 hitpoints every time they are hit. Also the use of create undead to summon creatures that are low damage that will cause the shroud of the abbots effect to go off will further increase the potential healing.

The +2 intelligence tome is used to increase the meager amount of UMD that this build can obtain, as it stands with some gear a 20 to use race restricted items could be achieved with raid gear or a shroud item, although this aspect is completely optional. The +1 dex tome on the other hand is needed to take improved two weapon fighting and greater two weapon fighting and should be ingested before lvl 11

I have been leveling this build, it is a fun and unique experience. Please leave comments, critiques, and constructive criticism.

Wyrmnax
04-19-2010, 11:25 AM
Just... what are you trying to do with the build?

Crazyfruit
04-19-2010, 12:41 PM
Interesting build for sure.

Any reason you went barbarian instead of fighter?

Gnorbert
04-19-2010, 01:04 PM
What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.

Irinis
04-19-2010, 01:20 PM
What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.

Possibly that the healing is based on being hit rather than repair spells so it opens up self-healing of a sort to a non-wf.

lazyninja81
04-19-2010, 01:21 PM
I'm running a similar build (currently 1 Rog/6 Wiz/4 Rng). I went WF though, and unless you have a really good reason to go dwarf I'd suggest WF for all the self-healing and immunities. Was initially planning on ending as a 12 Rng/7 Wiz/1 Rog but have been thinking of switching to 12 Wiz/6 Rng/2 Rog. Admittedly I made in mistake in my leveling by not going for Wiz 7 asap (missing FW something awful).

Why Barbarian? Fighter would give you some badly needed combat feats. Alternatively, going ranger gets you TWF without having to have a high Dex. You could then take those extra stat points and boost your Str, Con or Int. Your AC is going to be blur, displacement and/or stoneskin anyway so there's not much point in having high dex except for TWF feat line.

This type of a build is a lot of fun to play. In response to Wyrmnax question, you can fill in as a back up buff caster, primary trapsmith for most stuff and support dps. True the build won't be able to tank (no intimidate) and spell/melee dps will be below that of a purer class. But the versatility of this build is it's strong point, and it's a highly capable solo build (though can be pricey to equip and maintain).

Good luck!

TheDjinnFor
04-19-2010, 01:32 PM
Three basic rules for multi-classing:

-Don't take less than 18 levels of a spellcasting class without a really good reason
-Don't splash barbarians on a caster unless you don't want to be casting spells
-Don't splash casting classes just to cast buffs

That's all I have to say.

Gnorbert
04-19-2010, 01:44 PM
Three basic rules for multi-classing:

-Don't take less than 18 levels of a spellcasting class without a really good reason
-Don't splash barbarians on a caster unless you don't want to be casting spells
-Don't splash casting classes just to cast buffs

That's all I have to say.

Certainly your opinion. Characters can be viable and fun while still breaking all of those "rules"

Crazyfruit
04-19-2010, 01:50 PM
What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.

Warforged can't wear the shroud of the abbot (it's a robe)

Gnorbert
04-19-2010, 01:55 PM
Warforged can't wear the shroud of the abbot (it's a robe)

Ah... of course. Silly toasters. Still don't understand why robes can't be made in warforged sizes... it's not like a suit of armor or anything. It's just a bed sheet with a little sewing... let that sucker out.


So does this actually work? or will having deathward on negate the healing from the boon? have to look up the descriptions of the forms again.

Sillk
04-19-2010, 01:58 PM
Is the Boon that worth it? I would think an 18 Wiz / 2 Monk (or Rogue) could pull off the same feat... and use Concordant Opposition as well. Maybe even 3 Monk for Fists of Light.

Gnorbert
04-19-2010, 02:16 PM
Is the Boon that worth it? I would think an 18 Wiz / 2 Monk (or Rogue) could pull off the same feat... and use Concordant Opposition as well. Maybe even 3 Monk for Fists of Light.

Different style I suppose. Conc Opp is a chance to proc. The boon is every time you are hit. Certainly sounds like a fun experiment.

buddabopp
04-19-2010, 02:42 PM
This build as stated above is meant to utilize the undead aspect of the pale master PrE while also being a viable melee fighter using all the available arcane buffs. It also has evasion and trap skills that should be sufficient for most quest. I like to solo, and having 6-27 effective dr that stacks with inherent bonuses (stone skin) and shield DR (when needed) is a very inciting thought. It also will be able to put out a decent amount of melee damage using dual dwarven war axes. It should also be noted i am working on a monk version of this as well.

And in response to why i did not take fighter instead of barbarian, i wanted higher stats especially constitution and in reguards to the fact barbs cant cast while raged, most of the spells i will take will be buffs and so unless i get my rage insanely long lasting i should be good on keeping my buffs up even if they do fall down i can dismiss rage and recast buffs :)

sigtrent
04-19-2010, 04:48 PM
The robe idea is really cute. I wonder how that will work in practice, if the neg energy bonus is applied (I'd imagine it is not). Inflict minor isn't all that beefy. Also that would be a loooong way to wait for healing on a character.

Barbarian + Caster is one of those things even I don't much do. I suppose one level for speed boosts is understandable but to really dig deep in it, a brave choice to be sure. And those poor necro focus feats are kind of wasted on a low DC, low spell pen character.

Cleave doesn't seem like an especially good pick on a TWF character... It kind of slows down your swing rate if you use it. I do like the feat but mostly for sword and board or the occasional THF fighter with feats to burn.

Ultrazen
04-19-2010, 11:02 PM
Three basic rules for multi-classing:

-Don't take less than 18 levels of a spellcasting class without a really good reason
-Don't splash barbarians on a caster unless you don't want to be casting spells
-Don't splash casting classes just to cast buffs

That's all I have to say.

Here's my full BaB/UMD firewall fighter. It's entirely possible to splash caster levels less than 18, and have a really fun build. Are they the most uber min/max builds ever made? Nope, but they sure are fun to play. Being able to beat the snot out of stuff with full BaB/Kopesh/imp crit and chucking a firewall around once in a while is good clean fun.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(12 Fighter \ 1 Rogue \ 7 Wizard)
Hit Points: 366
Spell Points: 448
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 11
Will: 8

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 17 26
Dexterity 15 17
Constitution 16 20
Intelligence 13 16
Wisdom 6 8
Charisma 6 8

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Ending
Base Skills
Skills (Level 20)
Balance 18
Bluff 3
Concentration 10
Diplomacy -1
Disable Device n/a
Haggle 3
Heal -1
Hide 3
Intimidate -1
Jump 17
Listen -1
Move Silently 3
Open Lock 7
Perform n/a
Repair 3
Search 7
Spot 3
Swim 8
Tumble 7
Use Magic Device 22

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Fighter)
Feat: (Fighter Bonus) Two Weapon Fighting


Level 3 (Wizard)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Wizard Bonus) Extend Spell


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Selected) Mental Toughness


Level 7 (Wizard)
Feat: (Wizard Bonus) Maximize Spell


Level 8 (Wizard)


Level 9 (Wizard)
Feat: (Selected) Weapon Focus: Slashing Weapons


Level 10 (Fighter)
Feat: (Fighter Bonus) Oversized Two Weapon Fighting


Level 11 (Fighter)


Level 12 (Fighter)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Selected) Two Weapon Defense


Level 13 (Fighter)


Level 14 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons


Level 15 (Fighter)
Feat: (Selected) Power Attack


Level 16 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 17 (Fighter)


Level 18 (Fighter)
Feat: (Fighter Bonus) Stunning Blow
Feat: (Selected) Two Weapon Blocking


Level 19 (Fighter)


Level 20 (Fighter)
Feat: (Fighter Bonus) Shield Mastery

Angelus_dead
04-20-2010, 02:58 AM
while in the undead form the character will gain 6-27 hitpoints every time they are hit.
Where's that 6-27 come from? Near as I can figure it'll be more like 1-4.

(Don't expect the Pale Master set to provide incoming negative amp!)

Bacab
04-20-2010, 03:31 AM
play what you like...

but good luck with it.

certainly not an "optimal" build, but you seem to understand what this build means "you will solo a lot". I am thinking you can have a lotta fun with this...

but be prepared to be turned down for Abbot raids. Not trying to rain on your parade...just being a realist

buddabopp
04-20-2010, 07:26 AM
The boon of undeath hits the caster for 1d8+1 on every melee hit. Add in the pale master set from amrath that adds +200% to all negative damage received and you get the 6-27.

Steveohio
04-20-2010, 08:44 AM
I made up something similiar,

How about paladin 6, for even more flavor.
Allows spellcasting, can get you some descent self only buffs, better saves and go hunter of the dead and palemaster for awsome RP potential. Also you lets you self heal.

LunaCee
04-20-2010, 09:47 AM
Just to save you from yourself here... but a few things you *really* need to know.

Death Ward will kill you while you are in form. Blocks all negative damage even if it heals you.

You will get a save against all negative energy attacks even while in form, and as Will is the high save for a spell caster you will almost always make that save.

Pale Master (Wiz)

* Eerie Belt - Belt: Superior Efficacy VIII (CL;1, 2/2), Archmagi [Genesis Point]
* Sanura's Band - Ring: Intelligence +6, Exceptional Intelligence +1, Incredible Potential
o Set Bonus: 30% bonus to all Negative Energy damage, if have Pale Master 3 Enhancement 60% bonus to all Negative Energy damage.

Also... that set bonus isn't 200% incoming damage anymore. Hasn't been for a while. The little text in the loot thread just hasn't been updated.

buddabopp
04-20-2010, 01:32 PM
could anyone post a screen shot of one of the pale master items? Cause even the latest character generator states that the set adds +200% negative energy damage.