Goal: This build is intended to max ranged damage with longbow, but still with decent melee capability, evasion, and very useful levels of trap skills. This build is also very new player friendly.
Race selection: elf.
Elves get longbow, rapier/longsword bonuses to damage and attack from enhancements. Due to only elves get arcane archer enhancement, there is no other substitute race.
Fighter 12/Ranger 6/Rogue 2
Why Rogue 2?
Rogue 2 gives evasion, and opens up traps skills, plus 1d6+3 sneak attack damage
Why Ranger 6?
Ranger 6 is the best stop point for archery focused build, except for when you want to get the ranger capstone. Ranger 6 gives 3 archery feats (bow strength, rapid shot, many shot) and 2 melee fighting feats (TWF, ITWF). Plus ranger 6 opens up spell caster, a prerequisite for AA. You also get 6 min of ram's might, stacking +2 dmg and +2 str, plus the standard ranger bonuses (sprint, favored enemy, etc)
Why Fighter 12?
Fighter 12 gives Kensai II, power surge, plus 7 bonus feats, which can be all spent on ranged combat. Since there aren't many ranged weapon choices, specialize into longbow is a good choice. Plus, you get the standard fighter enhancements (+3 str, haste boost, toughness)
Why Fighter 12/Ranger 6 and not Ranger 12/Fighter 6?
I don't see much to be gained by going ranger 6->12. You do get precise shot, improved precise shot, and GTWF at ranger 11, but fighter 6->12 gives 3 feats, which can also be spent on these. Ranger 9 gives evasion, which overlaps with rogue 2, and there aren't any good ranger level 2-3 spells. Fighter 6->12 can significantly improve your longbow damage with kensai II, (greater) weapon specialization, and power surge.
The build (28 point):
STR 16 + 5 (level up) + 3 (fighter enh) + 6 (item) = 30, +2 (ram's might) +8(power surge)=40, + tome + exceptional bonuses
DEX 17 + 2 (ranger enh) + 2 (elf enh) + 2 (tome) + 6 item = 29, + exceptional bonus
CON 12 + 6 item = 18, + tome + exceptional
INT 11 + 1 (tome) = 12
WIS 9 + tome/item (need 11 WIS to cast ram's might)
CHA 8
Note that it important to get ranger 4 at level 6 so that you can take mental toughness, which is required for elven arcane archer at level 8. I also used a couple tomes, the +2 dex tome at level 14 is required for improved precise shot.Code:Character Plan by DDO Character Planner Version 3.34 DDO Character Planner Home Page Level 20 True Neutral Elf Female (12 Fighter \ 2 Rogue \ 6 Ranger) Hit Points: 282 Spell Points: 135 BAB: 19\19\24\29\29 Fortitude: 14 Reflex: 18 Will: 5 Starting Ending Abilities Base Stats Base Stats (28 Point) (Level 1) (Level 20) Strength 16 21 Dexterity 17 19 Constitution 12 12 Intelligence 11 12 Wisdom 9 9 Charisma 8 8 Tomes Used +1 Tome of Intelligence used at level 4 +2 Tome of Dexterity used at level 14 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 7 15 Bluff -1 1 Concentration 1 3 Diplomacy -1 1 Disable Device 4 19 Haggle -1 -1 Heal -1 -1 Hide 7 10 Intimidate -1 1 Jump 7 17 Listen -1 1 Move Silently 7 10 Open Lock 7 19 Perform n/a n/a Repair 0 1 Search 4 26 Spot -1 1 Swim 3 7 Tumble 7 10 Use Magic Device n/a n/a Level 1 (Rogue) Feat: (Selected) Toughness Level 2 (Fighter) Feat: (Fighter Bonus) Point Blank Shot Level 3 (Ranger) Feat: (Favored Enemy) Favored Enemy: Giant Feat: (Selected) Weapon Focus: Ranged Weapons Level 4 (Ranger) Ability Raise: STR Level 5 (Ranger) Level 6 (Ranger) Feat: (Selected) Mental Toughness Level 7 (Rogue) Level 8 (Ranger) Ability Raise: STR Feat: (Favored Enemy) Favored Enemy: Undead Enhancement: Fighter Attack Boost I Enhancement: Fighter Haste Boost I Enhancement: Ranger Sprint Boost I Enhancement: Elven Arcane Archer: Imbue Force Arrows Enhancement: Elven Dexterity I Enhancement: Aerenal Elf Melee Attack I Enhancement: Aerenal Elf Melee Damage I Enhancement: Elven Ranged Attack I Enhancement: Elven Ranged Damage I Enhancement: Fighter Critical Accuracy I Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Ranger Favored Damage I Enhancement: Elven Arcane Archer I Enhancement: Rogue Sneak Attack Training I Enhancement: Ranger Dexterity I Enhancement: Fighter Toughness I Enhancement: Rogue Improved Trap Sense I Level 9 (Fighter) Feat: (Fighter Bonus) Improved Critical: Piercing Weapons Feat: (Selected) Improved Critical: Ranged Weapons Level 10 (Ranger) Level 11 (Fighter) Level 12 (Fighter) Ability Raise: STR Feat: (Selected) Greater Two Weapon Fighting Feat: (Fighter Bonus) Weapon Specialization: Ranged Weapons Level 13 (Fighter) Level 14 (Fighter) Feat: (Fighter Bonus) Precise Shot Level 15 (Fighter) Feat: (Selected) Improved Precise Shot Level 16 (Fighter) Ability Raise: STR Feat: (Fighter Bonus) Greater Weapon Focus: Ranged Weapons Level 17 (Fighter) Level 18 (Fighter) Feat: (Selected) Oversized Two Weapon Fighting Feat: (Fighter Bonus) Power Attack Level 19 (Fighter) Level 20 (Fighter) Ability Raise: STR Feat: (Fighter Bonus) Greater Weapon Specialization: Ranged Weapons Enhancement: Fighter Attack Boost II Enhancement: Elven Arcane Archer: Imbue Acid Arrows Enhancement: Elven Arcane Archer: Imbue Explosive Arrows Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows Enhancement: Elven Arcane Archer: Imbue Slaying Arrows Enhancement: Elven Arcane Archer: Imbue Terror Arrows Enhancement: Elven Dexterity II Enhancement: Elven Ranged Attack II Enhancement: Elven Ranged Damage II Enhancement: Kensei Longbow Mastery I Enhancement: Kensei Longbow Mastery II Enhancement: Fighter Critical Accuracy II Enhancement: Fighter Kensei I Enhancement: Fighter Kensei II Enhancement: Fighter Longbow Specialization I Enhancement: Elven Arcane Archer: Conjure +2 Arrows Enhancement: Elven Arcane Archer: Conjure +3 Arrows Enhancement: Elven Arcane Archer: Conjure +4 Arrows Enhancement: Elven Arcane Archer: Conjure +5 Arrows Enhancement: Ranger Dexterity II Enhancement: Fighter Strength I Enhancement: Fighter Strength II Enhancement: Fighter Strength III Enhancement: Fighter Toughness II
While the build is focused on ranged combat, the build is also very versatile in melee. It is specialized in rapier (improved critical, piercing) with oversized TWF feat. You can dual-wield rapiers for banish/smiting and dual-wield longsword for vorpal.
Given the both AA and Kensai PrE are fully selected, it is unlikely there are spare AP for Elf Melee Damage & Attack II, or fighter haste boost II, III, IV. You can play with AP can move them around.
For starter (and even advenced) player, the weapon of choice should be the level 6 Silver Longbow (+2, holy, 1d10 19-20/x3) from level 9 quest Church and the Cult. Note that bow is basically a Green Steel longbow with holy and khopesh's critical range, assuming you are using the +5 AA returning arrow (which overrides the +2).
Total self-buffed bonus to damage:
15 (40 str) + 2 (elf enh) + 2 (ram's might) + 2 (kensai mastery I & II) + 1 (fighter weapon specialization) + 2 (feat, weapon specialization) + 2 (feat, greater weapon specialization) = 26 + (favored enemy)
The main play style should be that use Manyshot for maximum ranged damage with slayer (or whatever you like) arrow imbued. You will do most dps in manyshot mode. When manyshot is in cooldown, your dps is still great, but may consider move to melee range for vorpal/banish/smiting.
Thanks all for reading. Comments are welcome.