Build Name: The Thing
Author: Sigfried Trent
Requester: Eric Ebo
Last Updated: 04/29/2010
Key Words [Cleric, Rogue, Traps, TWF, Intimidate]
Objectives
This was a build for a duo team. One team member was a sorceress and the other team member was everything else. They wanted to have a full dungeon experience with the two characters so we needed traps, healing, and combat duties.
Design
The easy thing to do would be two WF casters, one sorcerer and a rogue wizard, both with some melee abilities. But for whatever reason I went with a human sorcerer and a this... a strange kind of fighting cleric rogue. Its the human sorcerer that kind of dictated the build parameters. It had to heal fleshes, it had to do traps, it had to fight, and in my mind it had to have some tank like qualities. I also wanted it to augment the sorcerer however possible. Cleric handles the healing and the boosting of the caster (via DV) and it even can help the rogue out. The defense and offense part called for fighter or paladin. With feats tight fighter looked like the better option. I went through all kinds of permutations to get the thing to gell and finally something oozed out of the character builder.
The cleric side is pure healing/buffing, so wisdom is only high enough to qualify for casting. Likewise the rogue end is purely for disarm, search, and evasion. Fighter picks up the slack in combat providing proficiencies, TWF offense, primarily using effect weapons (vorpols, paralyzers, banishers etc...) but also enough straight damage to have some impact and later in the build it adds heavy shield blocking abilities and some better AC options. It also supports the intimidate skill nicely.
Dex is the primary combat stat. This was done to enable TWF, to provide a driver for AC, enable good evasion, boost lock picking, and of course in the end to drive to-hit bonuses. It just seemed it was the stat giving me the most mileage so why not drive hard on it.
Quicken is used to avoid concentration checks so its pretty much always on when in combat, especially when playing mini tank.
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 20 Neutral Good Human Male
(7 Fighter \ 2 Rogue \ 11 Cleric)
Hit Points: 230
Spell Points: 565
BAB: 16\16\21\26\26
Fortitude: 14
Reflex: 15
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 16
Dexterity 15 24
Constitution 12 14
Intelligence 14 16
Wisdom 14 16
Charisma 12 16
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 Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 12
Bluff 1 3
Concentration 3 6
Diplomacy 1 3
Disable Device 6 27
Haggle 5 7
Heal 2 3
Hide 2 7
Intimidate 5 31
Jump 5 8
Listen 2 3
Move Silently 2 7
Open Lock 6 19
Perform n/a n/a
Repair 2 3
Search 6 27
Spot 6 7
Swim 1 3
Tumble 6 11
Use Magic Device 5 7
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Sentinel
Feat: (Human Bonus) Two Weapon Fighting
Level 2 (Cleric)
Skill: Concentration (+2)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Level 3 (Fighter)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Feat: (Selected) Quicken Spell
Feat: (Fighter Bonus) Weapon Finesse
Level 4 (Cleric)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Intimidate (+0.5)
Skill: Search (+1)
Level 5 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+0.5)
Skill: Search (+1)
Level 6 (Rogue)
Skill: Balance (+1)
Skill: Disable Device (+2)
Skill: Intimidate (+2)
Skill: Open Lock (+4)
Skill: Search (+2)
Feat: (Selected) Empower Healing Spell
Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 8 (Cleric)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Level 9 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Level 11 (Fighter)
Skill: Disable Device (+1)
Skill: Intimidate (+2)
Skill: Search (+1)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Level 12 (Cleric)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Feat: (Selected) Extend Spell
Level 13 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Level 14 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Level 15 (Cleric)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Fighter)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 17 (Fighter)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Feat: (Fighter Bonus) Shield Mastery
Level 18 (Fighter)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Feat: (Selected) Improved Shield Mastery
Level 19 (Fighter)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
Level 20 (Fighter)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Search (+1)
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Haste Boost III
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Armor Mastery II
Enhancement: Fighter Tower Shield Mastery I
Enhancement: Fighter Tower Shield Mastery II
Enhancement: Human Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Deneith Intimidation I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I
Enhancement: Fighter Intimidate I
Enhancement: Fighter Intimidate II
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Rogue Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Rogue Improved Trap Sense I
Enhancement: Cleric Divine Might I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Divine Vitality III
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Wand and Scroll Mastery I
Play
Your job is to defend and aid your caster friend. Fight down the monsters that would wast her spell points. Intimidate the buggers off her and into the fire walls. Heal her and giver her mana. Disable the nasty traps that endanger her. Open chests and locked doors for her. Protect her from status effects and instant death. Basically do all the dirty work so she can blast things into tiny pieces.
While you have some tank skills you are not a true tank, more tank-light. One think intimidate is good for is training monsters around. You don't have to just stand there and take the poundings, especially if you are duoing with a caster. In a larger group there is likely a stronger tank. Another issue to watch for is mana, you really have a pretty shallow pool. Good enough if you conserve it well but its not really raid quality or quantity healing. You do make a strong back up healer and can support a primary healer well with DVs. Its also a great character for odd jobs in raids, someone who can go off alone and is likely to come back after doing whatever it was that needed doing while the main fight was going on.
Variations
Its such an odd build, there is a lot you could change but each change demands another change and it becomes hard to make it all work out. I'd say anyone interested in a challenge should try to make a tank rogue healer. Its a very challenging combo to assemble.