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  1. #1
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    Mar 2006
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    Default versatile submersible

    I know some of you have done somthing simular and would like to hear some suggestions based on your experiance. The idea is to have high AC, saves, UMD, trip/stun, intimidate, and then damage (pretty much in that order). Am I going too many directions or could this work? I dont intend to be a full blown intimitank but would like to have intimidate availible for certain situations. This is what i came up with so far...

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Human Male
    (12 Fighter \ 2 Paladin \ 2 Rogue) 
    Hit Points: 252
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 12
    Will: 7
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             14                    22
    Dexterity            14                    15
    Constitution         14                    14
    Intelligence         14                    14
    Wisdom                8                     8
    Charisma             12                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               2                     2
    Bluff                 1                     2
    Concentration         2                     2
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                 -1                    -1
    Hide                  2                     2
    Intimidate            5                    25
    Jump                  2                     6
    Listen               -1                    -1
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                2                     2
    Search                2                     2
    Spot                 -1                    -1
    Swim                  2                     6
    Tumble                n/a                   n/a
    Use Magic Device      5                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Least Dragonmark of Passage
    Feat: (Human Bonus) Skill Focus: Use Magic Device
    
    Level 2 (Paladin)
    
    Level 3 (Fighter)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Fighter Bonus) Stunning Blow
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    Level 5 (Paladin)
    
    Level 6 (Rogue)
    Feat: (Selected) Dodge
    
    Level 7 (Fighter)
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Trip
    
    Level 9 (Fighter)
    Feat: (Selected) Toughness
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    Level 11 (Fighter)
    
    Level 12 (Fighter)
    Feat: (Selected) Bullheaded
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    Level 13 (Fighter)
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    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 Strategy (Trip) III
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Tower Shield Mastery II
    Enhancement: Human Adaptability Charisma II
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Deneith Intimidation I
    Enhancement: Deneith Intimidation II
    Enhancement: Human Versatility I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Paladin Charisma I
    Enhancement: Rogue Dexterity I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III

    As far as feats i would probly eat a cha tome and put force of personality in there.
    was wondering if power attack/cleave/great cleave would be worth trading feats for?
    Also wondering if sentinal dragon marks were worthwhile?

    Dwarf would seem to work just as good if not better or halfling could be fun. what do you think?

    thx for any help
    Last edited by automater; 03-22-2008 at 11:46 AM.

  2. #2
    Community Member Snoggy's Avatar
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    Dec 2006
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    Improved Trip and Stunning Blow? Interesting. I'd probably have just focused on one or the other and freed up space for one of the other feats you talk about like Force of Personality or Power Attack. Especially since it would also free up some action points.

    But the real reason I'm responding is ... I don't quite get the name? Is it a reference that's lost on me? What's the submersible part of the build?

  3. #3
    Community Member Riekan's Avatar
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    In order for Improved Trip and Stunning Blow to be effective, you need to be able to land a hit. With a starting 14 strength and combat expertise turned on, you won't be hitting very often in the later parts of the game (post level 12). I say this from experience. My first intimitank started with a 14 strength and while he could pull everything to him and hold it there for everyone else to kill it (for 6 out of every 10 seconds anyway), I was not hitting enough for my own tastes and ended up tweaking and rerolling him. I'd say try to start with at least a 16 strength. It doesn't seem like a big difference, but I have noticed the change on my builds.
    Proud Officer of the Guild of the Black Dragon on Sarlona.

  4. #4
    Community Member
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    Quote Originally Posted by Riekan View Post
    In order for Improved Trip and Stunning Blow to be effective, you need to be able to land a hit. With a starting 14 strength and combat expertise turned on, you won't be hitting very often in the later parts of the game (post level 12). I say this from experience. My first intimitank started with a 14 strength and while he could pull everything to him and hold it there for everyone else to kill it (for 6 out of every 10 seconds anyway), I was not hitting enough for my own tastes and ended up tweaking and rerolling him. I'd say try to start with at least a 16 strength. It doesn't seem like a big difference, but I have noticed the change on my builds.
    starting a defensive tank with a 14 str is not too bad. on my human fighter I currently have a very decent strength

    14 base +1 tome + 3 enhancements + 4 level + 6 item = 28. Could be 30 with a +2 tome and fighter strength 3.

    I don't have much problem hitting with CE and a tower shield on. I do use +4 or +5 weapons only.

    Plus you can time your stuns and trips to take place later in your attack chain. With a super high ac you can afford to wait a cuple swings unless you're going after a caster.
    - Raja Stormcrow -
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