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Wu-Jen Halfling Ftr-Wiz-Mnk
Level 16 Lawful Neutral Halfling Male
7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)
you want self buffing, anything more than 8 wiz is redundant
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Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 13 14 being halfling, going 13 str means 2 build points spent, since the only real reason to go 13 str is PA, cap it at 12 to free up 2 build points and possibly use it to imcrease wis
Dexterity 18 24
Constitution 14 14
Intelligence 14 16 if we are looking at only casting L4 spells, a 12 int or even 10 is sufficient, you dun need your int for sp or dc since you are focusing on self buffing, you just want it to meet casting limits
Wisdom 10 10 having 10 wis doesnt really do much, you get only max +5 to ac. increasing this could actually improve your build by a lot
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
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.
this is the reason i dun build 28 pt toons for my newbie thread because the more things you are attempting, the more stats you need
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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
i dun see weapon focuses or specialisation which is going to increase your effectiveness as a melee. going mobility, spring attack and whirlwind is a huge investment of feats for something that isnt really utilised. with PA, theoretically you could hit more mobs by going cleave and great cleave every 5 seconds.
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!).
you dun have to be moving alot because you will not be the main tank. your role will be more of a support melee due to a few reasons, 1. ac not high enough, 2. hp not high enough, 3. dps not high enough, 4. no agro abilities
Not decided on IC
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ierce vs IC:slash. Depends probably on what weapons I have by level 12.
your best bet is to go pierce because you want to maximise your dps on an already dps low build by using rapiers
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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.
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Enhancement: Fighter Armor Class Boost III at only 20s, ac boost is really very unlikely to be very useful
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Critical Accuracy III you dun need critical accuracy III unless you want to go kensai III which you cant qualify
Enhancement: Halfling Dexterity II
Enhancement: Halfling Guile III halfling guile without cunning? you might want to confirm this
Enhancement: Halfling Luck I (Fortitude)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Wizard Improved Quickening II will you be using quickening alot? i dun think so. removing this will not harm you build much
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
get at least kensai I to give it an added punch in terms of dps
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.