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  1. #1

    Smile WuJen: Halfling Fighter/Wizard/Monk

    Without warning, a quickcast Solid Fog envelopes the hill giant and both ogres; a blurry figure springs into melee, erupting in a whirlwind of steel that paralyzes them all. Moving at half speed - when able to move at all - the guards are quickly dispatched; the attacker sheathes his paralyzers and begins sizing up the next target as he slips out of sight. "Hmm..." he thinks, drawing dual frost weapons while examining the Fire Giant Captain, "I think an Enervate is in order here, maybe two. Definitely Ray of Exhaustion..."
    Code:
    Wu-Jen Halfling Ftr-Wiz-Mnk
    Level 16 Lawful Neutral Halfling Male
    7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)
    I've been trying to come up with an effective melee caster for awhile now; I've been down a lot of roads. I wanted to make it a STR build but it just doesn't suit a halfling caster-mixed multiclass. DEX it will have to be.

    Here was my wish list for this build:
    • Primarily a meleer
    • Very survivable at low levels (will be low level a long time)
    • Good at two weapon fighting
    • At least fourth-level spells
    • Must remain effective in endgame (should it ever get there)
    • Has to have something fun about it that is different from my other characters

    It came down to this build and an assassin12/wiz8. That build looks fun too - but it is feat-starved, and doesn't get greater TWF until the next cap increase.

    Please - please - feel encouraged to make comments and suggestions!
    Code:
    Hit Points:   219
    Spell Points: 393 
    BAB:          11\11\16\21
    Fortitude:    14
    Reflex:       18
    Will:         12
    Hit points will be fine until ... the Orchard? Adding CON & GFL items and he's over 300. BAB is a little low, but managable, and this is expected when you take wizard levels. I built up Reflex to maximize Evasion. Spell points are pretty low. He mainly needs it to maintain buffs but still will likely need a magi item.

    Code:
    AC:
    10
    1 dodge
    1 size
    7 dex
    1 dex (wind stance)
    5 CE
    4 boost III
    ----
    4 mage armor
    4 shield
    1 haste
    2 vs. evil (magic circle)
    ----
    3 dex item
    3 wis item
    2 (+6 armor bracers)
    4 deflection (+4 protection)
    29 without spells or items, 40 self-buffed, and 52 by adding simple items. Probably won't have CE on very often. Probably will have other AC enhancers by 16th level, I think over 60 is possible?

    Code:
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             13                    14
    Dexterity            18                    24
    Constitution         14                    14
    Intelligence         14                    16
    Wisdom               10                    10
    Charisma              8                     8
    Wish I had more STR. And CON. And WIS.

    The character will be played under no-twink rules. He could have these scores for awhile .

    Code:
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 16)        
    Balance               8                 11            
    Concentration         6                 16            
    Hide                  8                 20            
    Jump                  3                 19            
    Move Silently         8                 20            
    Tumble                8                 11
    Jump is a no-brainer, and he'll need concentration to cast while in combat. Can't get UMD high enough to matter. The others are mainly because sometimes they are fun. Am definitely looking for suggestions here.

    Code:
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Finesse
    Feat: (Selected) Dodge
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Monk Bonus) Mobility
    Feat: (Selected) Combat Expertise
    Feat: (Fighter Bonus) Spring Attack
    Feat: (Selected) Whirlwind Attack
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Improved Critical: Piercing Weapons
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Greater Two Weapon Fighting
    This character needed spring attack since BAB is already low and expects to be moving a lot. That made it simple to go the extra couple feats and snag Whirlwind Attack. Extra bonus, none of my characters have ever had WA (yay, fun!).

    Not decided on ICierce vs IC:slash. Depends probably on what weapons I have by level 12.

    Code:
    Spell (1): Chill Touch
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Shield
    Spell (1): Ray of Enfeeblement
    Spell (1): Magic Missle
    Spell (2): Blur
    Spell (2): Glitterdust
    Spell (2): Invisibility
    Spell (2): Resist Energy
    Spell (3): Heroism
    Spell (3): Magic Circle Against Evil
    Spell (3): Displacement
    Spell (3): Haste
    Spell (4): Fire Shield
    Spell (4): Solid Fog
    Spell choice is very important for this build. He simply can't cast anything with a saving throw, and really not much that allows SR either. Self-buffs are good. Everything else requires thought.

    Code:
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Guile III
    Enhancement: Halfling Luck I (Fortitude)
    Enhancement: Halfling Luck III (Reflex)
    Enhancement: Halfling Luck I (Will)
    Enhancement: Wizard Improved Quickening II
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness III
    Hit points. Ability mods. Some Reflex saves. A dab of extra mana. I will have to get used to using the boosts, I don't use melee boosts on my other chars... will take some adjustment.

    Code:
    This build created using Character Plan by DDO Character Planner Version 2.96 DDO Character Planner Home Page Thanks Ron!
    Last edited by geoffhanna; 09-02-2008 at 04:41 PM.

  2. #2

    Question

    No comments ?

    No errors?

    I never get these right the first time. What did I do wrong?

  3. #3
    Community Member Varr's Avatar
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    Im all for the fun of an occational non tweeked toon. Is this really the build you want to try that with? Cross classing to a melee caster takes alot of helpfull gear just to be middle of the pack on casting and more importantly fighting in my opinion. Ive also been working hard on a fighting caster.....have 5 or 6 in play atm with varying degrees of success. They are tough to be usefull with, and that is tweeked. Gl my friend is my advice. Hehehe.
    Varr's all over. Cannith Varr getting the love currently.

  4. #4
    Community Member Thrudh's Avatar
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    Looks interesting to me....

    Take Rage as a third level spell instead of Circle against Evil (you can take Prot from Evil as a 1st level spell instead)

    Consider WF for self-healing ability?

    Self-cast haste, rage, displacement are EXTREMELY nice for a melee build... A decent AC, constant displacement, evasion... very good defensively... Your offense will be much weaker though... but with good equipment, this character can still do pretty well...

  5. #5
    Community Member Starspawn's Avatar
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    I'm playing around with the same kind of character concept but I'm going to take 3 levels of monk so you can get to the monk healing finishing move and the spell point reduction finishing move and the blur finishing move and the heroism finishing move. It seemed to me to make more sense to take advantage of those built in things with just one more level of monk... especially the one that gives you the spellsinger like effect for when you're buffing yourself. You have 2 meditations you can use to get the ki up before you buff yourself and others. If I fine tune my build better, I'll give you some more input.
    Life is a comedy to those who think;
    Life is a tragedy to those who feel;
    Life is a fantasy to those who game.

  6. #6

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    Thrudh - thanks for the prot from evil vs. magic circle pointer. Can't swap to WF tho, I play in a halfling-only guild
    Starspawn - interesting thought. I disregarded finishers because my monk is never able to fire them successfully. I am curious as to how they work for you - please keep me posted!

    Thanks to both of you for the input

  7. #7
    Founder Randolf_Drake's Avatar
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    I would work in Mark of Healing, and make sure to take all 3.

    This would give your character healing potential far beyond any one class, unfortunately it will gobble up 3 feats, yum yum.

  8. #8
    Community Member Geonis's Avatar
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    Drop level 7 Ftr for another level of Monk, this gives you the Monk buffs and a Path.

    10% discount on spells, undispellable Blur, stacking Heroism? All good things.

    This is assuming you are using Monk weapons, because you are counting a stance into your numbers, which will let you accumulate Ki and use your "finishers".
    Last edited by Geonis; 10-23-2008 at 05:34 AM.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  9. #9

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    I don't plan to use monk weapons. OTOH, 7th level fighter is not a high bang-for-the-buck level... the level 7 enhancements are nice but thats about it.

    I am keeping this build on hold until I see the specifics of the upcoming fighter prestige enhancements.
    Last edited by geoffhanna; 12-17-2008 at 01:14 AM.

  10. #10
    Community Member beardmoreharley's Avatar
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    Default uhh

    this is probably the noobiest questions ever but would you be able to tell me what order you take the level in? do you go monk for 1 and 2, then fighter for 3-9 and rest as wizard?
    thanks for your help

  11. #11

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    Monk first as that gets you the most skill points.

    I took fighter second because I wanted weapon finesse right away, but you could go either way.
    Last edited by geoffhanna; 12-17-2008 at 01:15 AM.

  12. #12
    Founder Randolf_Drake's Avatar
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    You would do better if you dropped your Dex down, and increased your Wis. In this way you will end up getting more AC out of your build than you currently are.

  13. #13

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    Quote Originally Posted by Randolf_Drake View Post
    You would do better if you dropped your Dex down, and increased your Wis. In this way you will end up getting more AC out of your build than you currently are.
    But this is a weapon finesse build; DEX is used for AC but also To-Hit. The build has a lot of (half-BAB) Wizard levels. I am assuming we will want all the To-Hit we can get.

  14. #14
    Founder Randolf_Drake's Avatar
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    Quote Originally Posted by geoffhanna View Post
    But this is a weapon finesse build; DEX is used for AC but also To-Hit. The build has a lot of (half-BAB) Wizard levels. I am assuming we will want all the To-Hit we can get.
    Removing 2 points of dex will lower his to hit by 1.
    Adding 4 points of wis will increase his AC by 2.
    This will leave him with 2 build points to use on something else to make the character even better.

    The base BAB of his toon at 16th is 11 BAB, decent enough IMO. Especially with all the + hit items now. Hitting is easy, doing 500 points to kill one Ogre is tough.

  15. #15
    Community Member kingfisher's Avatar
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    trying to figure out a wf ranger/wiz/monk atm. waiting till cap incr. anyway but its tough to fi all the feats in and not be way behind at mid lvl. lvls 12-15 will be difficult it seems. thinking 12/5/3 for flavor reasons.

  16. #16
    Community Member Varr's Avatar
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    For fun, Ive rolled up a toon simular to this. is 9/2/2 atm wizard/fighter/monk and end gaming 16/2/2 or more likley 15/2/3. Fun build, Ive invested in ce, two weapon defense, and dodge for ac (49 atm. work toward 60ish with effort.) I have two weapon and improved two weapon atm, and the 3 healing marks. Extend and max, sp pool is only 530 or so atm. Hope your version is as fun as mine.
    Varr's all over. Cannith Varr getting the love currently.

  17. #17

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    I am bumping the build threads that I still use to avoid the Great Purge of 09.

  18. #18
    Community Member magnusrufus's Avatar
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    this idea intrigued me, so i decided to spend 20 min toying with it in a character builder. im by no means an excellent character builder. but i like doing it all the same. this is a rough idea that looks fun to me (i might even make her). a fair number of the choices can be moved around to different locations at will so if you dont like the timeing of something feel free to toy with them. constructive criticism is much appreciated, i know this isnt a perfect build, its just my interpretation of the OP's idea

    32pt was used, but if you dont have or arnt close to it this would prb still work with 28
    (personally i dont think it would work as well though, the extra 4 points are very nice on a split build like this)

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Halfling Female
    (8 Fighter \ 3 Monk \ 9 Wizard) 
    Hit Points: 277
    Spell Points: 496 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 14
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            17                    20
    Constitution         14                    16
    Intelligence         14                    14
    Wisdom               10                    12
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                     9
    Bluff                -1                     0
    Concentration         6                    27
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  0                     1
    Hide                  3                     7
    Intimidate           -1                    -1
    Jump                  6                    29
    Listen                0                     3
    Move Silently         3                     7
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                2                     2
    Search                2                     2
    Spot                  4                     9
    Swim                  6                     8
    Tumble                7                    20
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Fighter)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 3 (Fighter)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Mobility
    Feat: (Selected) Toughness
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Nightshield
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+3)
    Skill: Tumble (+1)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (1): Obscuring Mist
    Spell (1): Detect Secret Doors
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (2): Blur
    Spell (2): False Life
    
    
    Level 9 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Spring Attack
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (2): Glitterdust
    Spell (2): Invisibility
    
    
    Level 11 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 12 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 13 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (3): Displacement
    Spell (3): Haste
    
    
    Level 15 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Spell (4): Stoneskin
    Spell (4): Enervation
    
    
    Level 17 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    
    
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Combat Expertise
    Spell (4): Solid Fog
    Spell (4): Dimension Door
    
    
    Level 19 (Fighter)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Whirlwind Attack
    
    
    Level 20 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Spell (5): Protection From Elements
    Spell (5): Teleport
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Kensei Kama Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kama Specialization I
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Wizard Improved Quickening I
    Enhancement: Wizard Improved Quickening II
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Improved Recovery I
    Enhancement: Fists of Light
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Pebbles
    Enhancement: Disciple of Candles
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    youll notice i only used about ~50 ap's, you have a lot of freedom here because you dont have 1 high class so most of your enhancements are cheap. these are the ones i consider the best of the choices, after these anything you pick is just gravy
    Last edited by magnusrufus; 09-17-2009 at 10:53 AM.
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  19. #19

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    It looks interesting Magnus!

    I've still never played mine about 4th level so cannot add a lot of empirical observations.

    OTOH, I also came up with a different way to do a melee caster, and I have capped that one. It is a blast to play too! But hard! (which may be why it is fun?).

    Kind of light on the DPS but surprisingly tough and survivable: Kung Fu Caster: Halfling Monk/Wizard

    Oops just noticed need to update this build. I took more of the TWF feats than are shown in this.

  20. #20

    Default

    for both of the builds i see here, the enhancements shows a lot of redundancy. the 2nd build hit like a wet noodle
    If you want to know why...

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