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Martdon
09-16-2010, 05:09 PM
I am looking for a versatile build, that will do decent damage, and have meaningful AC

Some things that I went for this build are:
-Sneak attack damage. Between Rog/Guile/Ninja Spy
-Decent skills. Disable, Open and UMD maxed out
-Self healing. Dragonmarks. This is also why I went 6 levels of monk, to give me more feats.
-Useable AC. I am hoping to get enough AC to actually make it worth it at high levels.

Some questions I do have.
-Will my AC be high enough. I don't really know much about end level gear, and know that most build's AC at endgame is meaningless because it's just too low to make an enemy miss.
-Fists of Darkness. I imagine that I will have to be unarmed for it to work. If so, what would be better, unarmed or using Short Swords.

That's all I can think of.
Please let me know what you think about it.


Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Male
(6 Monk \ 2 Rogue \ 12 Ranger)
Hit Points: 278
Spell Points: 178
BAB: 17\17\22\27\27
Fortitude: 17
Reflex: 22
Will: 13

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 13 20 20
Dexterity 16 18 20
Constitution 14 16 16
Intelligence 14 16 16
Wisdom 14 16 16
Charisma 8 10 10

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

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 22 22
Bluff -1 0 4
Concentration 4 23 23
Diplomacy -1 0 0
Disable Device 6 26 26
Haggle -1 0 2
Heal 2 3 5
Hide 7 9 13
Intimidate -1 0 0
Jump 1 5 9
Listen 2 3 5
Move Silently 7 9 11
Open Lock 7 28 28
Perform n/a n/a n/a
Repair 2 3 3
Search 6 7 7
Spot 6 25 25
Swim 1 5 5
Tumble 7 9 11
Use Magic Device 3 23 23

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Undead


Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mobility


Level 4 (Monk)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Monk Bonus) Toughness


Level 5 (Monk)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Monk Bonus) Power Attack


Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Spring Attack


Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
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 8 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider


Level 9 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Selected) Least Dragonmark of Healing


Level 10 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness


Level 11 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)


Level 12 (Monk)
Ability Raise: STR
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 13 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Feat: (Monk Bonus) Combat Expertise


Level 14 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)


Level 15 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Selected) Lesser Dragonmark of Healing
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II


Level 16 (Ranger)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)


Level 17 (Ranger)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Favored Enemy) Favored Enemy: Chaotic Outsider


Level 18 (Ranger)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Dragonmark of Healing
Spell (3): Cure Moderate Wounds
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts


Level 19 (Ranger)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)


Level 20 (Rogue)
Ability Raise: STR
Skill: Balance (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Use Magic Device (+8)
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Swamp Lore I
Enhancement: Ranger Tundra Lore I
Enhancement: Rogue Electric Trap Lore I
Enhancement: Ranger Desert Lore I
Enhancement: Rogue Sonic Trap Lore I
Enhancement: Extra Dragonmark Use I
Enhancement: Extra Dragonmark Use II
Enhancement: Extra Dragonmark Use III
Enhancement: Extra Dragonmark Use IV
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Monk Ninja Spy I
Enhancement: Porous Soul
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Damage III
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Tempest I
Enhancement: Ranger Tempest II
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II

k1dwizard
09-16-2010, 05:11 PM
just for a head up, you get Touch of death at level 9 monk, and no unfortunatly it doesnt work with short swords. that is why most people use just one level of monk for the ac bonus, although I am undure of what the AC bonus would be on a level 6

-Zyxas-
09-16-2010, 05:21 PM
Erm, I see you have spot maxed but no Search. If you want to do rogue skills (traps!) then you need search, to find the boxes. This seems obvious to me, but you may have overlooked it.

Martdon
09-16-2010, 05:23 PM
Yep, sure did. I always think of search as finding hidden doors, which I use clickies for, and spot for seeing hidden enemies. Will make changes to that.

Mangloid
09-16-2010, 05:58 PM
you'll have better to hit, and ac going the dex/finesse route instead of str.

Follow the light path instead of dark. You won't have enough monk levels for touch of death. The light path will allow you the healing curse for some minor self healing via dps.

12/6/2 is a standard build layout. for this build the 2nd level of rogue may not be needed (you already have evasion with monk 2 and ranger 9) unless you are using it to simply max out some skills.

take a look at monk 7 vs 2 rogue.