Thaminor
12-11-2011, 04:07 PM
So... yeah. My Pale Master is sitting at 20 and is growing more and more gimpy as updates come out. I would like to TR him into something a little more fun to play. I was hoping to pull off a Pale Master II/Ninja Spy I for the combined sneaking and combat abilities. I mapped it out and it looks a little (really) gimpy, so I was wondering if people had advice of what I was doing wrong.
The rogue levels are a replacement for a similar build that used fighter levels instead. I wanted to be able to have trapping skills to get me through mid level where I seemed to be much less effective.
I know the enhancements are a mess. I am aiming for fire boosters, halfing guile, and the PM and Ninja Spy prereqs as well as Zombie, Wraith, and Vampire form. Pretty much the only damaging spells I plan to use are wall of fire and maybe scorching ray at earlier levels.
My resulting attack seems too low in the 30s, especially if I want to power attack. The AC is also sub-par, but I didn't have much hope for that in the first place. Survivability will be through miss chance, stoneskin, and self healing.
Does not include equipment.
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Mystikel Theurge
Level 20 Lawful Good Halfling Male
(6 Monk \ 2 Rogue \ 12 Wizard)
Hit Points: 225
Spell Points: 784
BAB: 11\11\16\21
Fortitude: 16
Reflex: 21
Will: 18
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 14 19
Dexterity 14 17
Constitution 14 14
Intelligence 16 18
Wisdom 12 13
Charisma 8 8
Tomes Used
+1 Tome of Dexterity used at level 3
+2 Tome of Dexterity used at level 17
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 22
Bluff -1 3
Concentration 4 24
Diplomacy 3 3
Disable Device 7 28
Haggle -1 -1
Heal 1 3
Hide 6 22
Intimidate -1 -1
Jump 6 15
Listen 1 3
Move Silently 6 19
Open Lock n/a n/a
Perform n/a n/a
Repair 3 4
Search 7 25
Spot 5 6
Swim 2 4
Tumble 6 9
Use Magic Device 3 3
Level 1 (Rogue)
Feat: (Selected) Dodge
Feat: (Past Life) Past Life: Wizard
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Disable Device I
Enhancement: Improved Jump I
Enhancement: Improved Tumble I
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Enhancement: Halfling Cunning I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Improved Move Silently I
Enhancement: Improved Search I
Level 3 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Selected) Weapon Focus: Piercing Weapons
Enhancement: Halfling Dexterity I
Enhancement: Monk Wisdom I
Level 4 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Halfling Guile I
Enhancement: Halfling Silent Moves I
Enhancement: Halfling Silent Moves II
Enhancement: Way of the Patient Tortoise I
Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Hiding I
Enhancement: Halfling Hiding II
Level 6 (Wizard)
Feat: (Selected) Spell Focus: Necromancy
Enhancement: Halfling Cunning II
Enhancement: Halfling Luck (Fortitude) I
Level 7 (Wizard)
Enhancement: Halfling Guile II
Enhancement: Racial Toughness I
Enhancement: Improved Spot I
Level 8 (Wizard)
Enhancement: Halfling Hiding III
Enhancement: Flame Manipulation I
Enhancement: Wizard Intelligence I
Level 9 (Wizard)
Feat: (Selected) Empower Spell
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Halfling Silent Moves III
Enhancement: Racial Toughness II
Level 10 (Wizard)
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Pale Master I
Enhancement: Shroud of the Zombie
Level 11 (Wizard)
Enhancement: Halfling Cunning III
Level 12 (Wizard)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Level 13 (Wizard)
Enhancement: Halfling Guile III
Enhancement: Flame Manipulation V
Level 14 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Halfling Cunning IV
Level 15 (Rogue)
Feat: (Selected) Greater Spell Focus: Necromancy
Enhancement: Wizard Intelligence II
Level 16 (Wizard)
Enhancement: Wizard Energy of the Scholar II
Level 17 (Wizard)
Enhancement: Deadly Flame II
Enhancement: Flame Manipulation VI
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Vampire
Enhancement: Shroud of the Wraith
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Halfling Guile IV
Level 19 (Monk)
Enhancement: Improved Jump II
Enhancement: Improved Tumble II
Level 20 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: All-Consuming Flame
Enhancement: Monk Ninja Spy I
That probably looked hideous to the experienced builder. Can anyone tell me what my general flaws are? I am mostly aiming for a character that is fun to play, but I still want him to be an effective combatant.
The rogue levels are a replacement for a similar build that used fighter levels instead. I wanted to be able to have trapping skills to get me through mid level where I seemed to be much less effective.
I know the enhancements are a mess. I am aiming for fire boosters, halfing guile, and the PM and Ninja Spy prereqs as well as Zombie, Wraith, and Vampire form. Pretty much the only damaging spells I plan to use are wall of fire and maybe scorching ray at earlier levels.
My resulting attack seems too low in the 30s, especially if I want to power attack. The AC is also sub-par, but I didn't have much hope for that in the first place. Survivability will be through miss chance, stoneskin, and self healing.
Does not include equipment.
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Mystikel Theurge
Level 20 Lawful Good Halfling Male
(6 Monk \ 2 Rogue \ 12 Wizard)
Hit Points: 225
Spell Points: 784
BAB: 11\11\16\21
Fortitude: 16
Reflex: 21
Will: 18
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 14 19
Dexterity 14 17
Constitution 14 14
Intelligence 16 18
Wisdom 12 13
Charisma 8 8
Tomes Used
+1 Tome of Dexterity used at level 3
+2 Tome of Dexterity used at level 17
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 22
Bluff -1 3
Concentration 4 24
Diplomacy 3 3
Disable Device 7 28
Haggle -1 -1
Heal 1 3
Hide 6 22
Intimidate -1 -1
Jump 6 15
Listen 1 3
Move Silently 6 19
Open Lock n/a n/a
Perform n/a n/a
Repair 3 4
Search 7 25
Spot 5 6
Swim 2 4
Tumble 6 9
Use Magic Device 3 3
Level 1 (Rogue)
Feat: (Selected) Dodge
Feat: (Past Life) Past Life: Wizard
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Disable Device I
Enhancement: Improved Jump I
Enhancement: Improved Tumble I
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Enhancement: Halfling Cunning I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Improved Move Silently I
Enhancement: Improved Search I
Level 3 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Selected) Weapon Focus: Piercing Weapons
Enhancement: Halfling Dexterity I
Enhancement: Monk Wisdom I
Level 4 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Halfling Guile I
Enhancement: Halfling Silent Moves I
Enhancement: Halfling Silent Moves II
Enhancement: Way of the Patient Tortoise I
Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Hiding I
Enhancement: Halfling Hiding II
Level 6 (Wizard)
Feat: (Selected) Spell Focus: Necromancy
Enhancement: Halfling Cunning II
Enhancement: Halfling Luck (Fortitude) I
Level 7 (Wizard)
Enhancement: Halfling Guile II
Enhancement: Racial Toughness I
Enhancement: Improved Spot I
Level 8 (Wizard)
Enhancement: Halfling Hiding III
Enhancement: Flame Manipulation I
Enhancement: Wizard Intelligence I
Level 9 (Wizard)
Feat: (Selected) Empower Spell
Feat: (Wizard Bonus) Mental Toughness
Enhancement: Halfling Silent Moves III
Enhancement: Racial Toughness II
Level 10 (Wizard)
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Pale Master I
Enhancement: Shroud of the Zombie
Level 11 (Wizard)
Enhancement: Halfling Cunning III
Level 12 (Wizard)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Level 13 (Wizard)
Enhancement: Halfling Guile III
Enhancement: Flame Manipulation V
Level 14 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Enhancement: Halfling Cunning IV
Level 15 (Rogue)
Feat: (Selected) Greater Spell Focus: Necromancy
Enhancement: Wizard Intelligence II
Level 16 (Wizard)
Enhancement: Wizard Energy of the Scholar II
Level 17 (Wizard)
Enhancement: Deadly Flame II
Enhancement: Flame Manipulation VI
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Vampire
Enhancement: Shroud of the Wraith
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Halfling Guile IV
Level 19 (Monk)
Enhancement: Improved Jump II
Enhancement: Improved Tumble II
Level 20 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: All-Consuming Flame
Enhancement: Monk Ninja Spy I
That probably looked hideous to the experienced builder. Can anyone tell me what my general flaws are? I am mostly aiming for a character that is fun to play, but I still want him to be an effective combatant.