I was thinking this one up and wondering if it would be any good or not. This is my build for it. The purpose of this character is to intimidate and pull initial aggro, turtle with high DR (not super high AC, ac in the mid 40's with basic items to middle 50's with CE on and/or higher end content items), once intimidate is about to wear off, utilizing WF hate bonus enhancements and cleave and great cleave, perform those and continue to hold aggro then returtle and shield bash as needed. Also utilize damage back items (acid guard, or fearsome etc.) to continue to hold aggro while turtling and utilize the WF hate enhancements again to add to that damage back for continuing to maintain it. Once intimidate timer is up again (which should be then), intimidate again. Rinse and repeat. Although the timers on cleave and great cleave may not match up to be able to do endlessly, can easily manage the first 45 seconds or minute of any battle.
The one item that is unique about this build is "wasting" the feats and enhancements on DR WF to get it maxed. Many people say this is foolish, but 8 or 9 DR constantly without any prep is very useful in my opinion. Especially if creatures are hitting for 20s or 30s, that is a 33% to 50% reduction in damage.
Against a single creature, he has improved trip and stunning blow with a very high DC to deal with them quickly and effectively. With a improved trip of 29 plus item and a stunning blow of 25 plus item (with enhancements and end game strength).
Against end guys, with the 25% extra hate and shield blocking, he would have a DR of 28 plus shield bashing for good damage and most likely able to keep aggro just from that. If he got the titanic docent, he would up that DR to 58 for 15 seconds as well.
Also he would have highish UMD (get to 20 with GH, Golden Cart, and Chr items, all easily accessible) to utilize repair lights on himself as well as able use any weapon in the game. Also allow for basic utilization of other wand preps to deal with MM or other items like that.
Now understand that I have not added any equipment into this except some tomes. That can be added by your own imagination. I like builds that are clean without being equipment orientated so that people can customize them to their own equipment. I also didn't want to waste the time selecting enhancements at each level, so just did it at end.
Hit points will be around 300 without temporary hit points being calculated in. (con items, greater false life, draconic hit point bonus).
As for the improved critical blunt, that can be any improved critical. I just went blunt for the hell of it .
Alignment is neutral because of UMD nearing 20 so can deal with that. Also minimized high end content unholy damage. Also will take advantage of Greater Stability down the road as needed as well as ring from Invaders.
Pros: all the wf immunities, 8 to 9 DR all the time is excellent DR. Lower level soloing with high ac and DR is very easy. UMD for self curing (although slow). High utility skills of trip and stunning blow for fun of playing and effectiveness in eliminating creatures. Extremely high blocking DR. Ability to keep aggro throughout fight. Can be healed by both clerics (at 65% effectiveness) or mages (100% effectiveness). 125% fort (if that comes into play later).
Cons: Low will save as well as low reflex save. Offset pretty easily with GH, dex items and wis items as well as equipment, but not the greatest. WF immunities do take care of most will save items except for command (which is annoying). Low balance because of adamantite armor and inability to expend enhancements to offset that. This can be made up by equipment as well.
Well without further adieu, here it is. Does not get full healing from clerics. From my experience, the DR more than makes up for the use of SP and in the end of quests, I calculated that with compared damage to a squishy without DR versus SP spent, WF with DR is way more effective SP spent.
Code:
Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page
Level 14 True Neutral Warforged Male
(14 Fighter)
Hit Points: 216
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 14
Reflex: 3
Will: 2
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 14)
Strength 17 24
Dexterity 9 9
Constitution 16 18
Intelligence 14 14
Wisdom 6 6
Charisma 12 12
Tomes Used
+2 Tome of Strength used at level 1
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 1 7.5 2.5
Bluff 1 1 1
Concentration 3 4 4
Diplomacy 1 1 1
Disable Device n/a n/a n/a
Haggle 1 1 1
Heal -2 -2 -2
Hide -1 -1 -6
Intimidate 4 18 20
Jump 6 11 6
Listen -2 -2 -2
Move Silently -1 -1 -6
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 4 15 15
Search 2 2 2
Spot -2 -2 -2
Swim 5 8 -2
Tumble n/a n/a n/a
Use Magic Device 3 9 9
Level 1 (Fighter)
Feat: (Selected) Adamantine Body
Feat: (Fighter Bonus) Power Attack
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency
Feat: (Automatic) Trip
Feat: (Automatic) Warforged Resistances
Level 2 (Fighter)
Feat: (Fighter Bonus) Cleave
Level 3 (Fighter)
Feat: (Selected) Stunning Blow
Level 4 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Great Cleave
Level 5 (Fighter)
Level 6 (Fighter)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Improved Damage Reduction
Level 7 (Fighter)
Level 8 (Fighter)
Ability Raise: STR
Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
Level 9 (Fighter)
Feat: (Selected) Improved Damage Reduction
Level 10 (Fighter)
Feat: (Fighter Bonus) Improved Trip
Level 11 (Fighter)
Level 12 (Fighter)
Ability Raise: STR
Feat: (Selected) Improved Damage Reduction
Feat: (Fighter Bonus) Shield Mastery
Level 13 (Fighter)
Level 14 (Fighter)
Feat: (Fighter Bonus) Improved Shield Bash
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Fighter Strategy (Stunning Blow) III
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Strategy (Trip) II
Enhancement: Fighter Intimidate I
Enhancement: Fighter Intimidate II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Warforged Brute Fighting I
Enhancement: Warforged Brute Fighting II
Enhancement: Warforged Brute Fighting III
Enhancement: Warforged Brute Fighting IV
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Damage Reduction II
Enhancement: Warforged Damage Reduction III
Enhancement: Warforged Hardiness I
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Tactics I
Enhancement: Warforged Tactics II
What you think?