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  1. #281
    Community Member The_Phenx's Avatar
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    Duplicate post.
    Last edited by The_Phenx; 09-02-2009 at 11:32 AM.
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  2. #282
    Community Member rest's Avatar
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    Maaaaaaaan... it was hard enough to get 2 toons flagged for abbot.. no way i'll get anyone to take my rogue along lol

  3. #283
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Arkat View Post
    Check it out dude!

    ABBOT???

    Holy freaking ****...I am sooo all over that puppy...

    Looks like I will be dropping Skill focus umd...and stunning blow... lol

    Make a cha skills item from the shroud... take CE and improved trip... using that stick would be just insane.

    combine that with the acrobat unbalancing form the new set and I see a pattern emerging.

    Eladrin et all seem to have the feeling that getting hit with a stick knock you over and stuns you, and heard the cries for more nice staffs, and the flavor of the Acrobat.

    I would imagine we will see Acrobat III have a similar flavor... either more trip features or perhaps a stun effect chance. (Stun makes the most sense.. like a 3-5% chance when using a quarterstaff) Knock em over, then beat em senseless....
    Last edited by The_Phenx; 09-02-2009 at 11:35 AM.
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  4. #284
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by rest View Post
    Maaaaaaaan... it was hard enough to get 2 toons flagged for abbot.. no way i'll get anyone to take my rogue along lol
    Why? Evasion + using a blunt holy pure good weapon...with a very high jump, and a great ac....using a greater disruption weapon with cleave?

    Sounds perfect for abbot...
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  5. #285
    Community Member rest's Avatar
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    Quote Originally Posted by The_Phenx View Post
    Why? Evasion + using a blunt holy pure good weapon...with a very high jump, and a great ac....using a greater disruption weapon with cleave?

    Sounds perfect for abbot...
    Something just popped into my head.... does the Acrobat II Kip Up effect make me immune to encasement? It basically acts as FoM as it is now, which stops encasement...

  6. #286
    Community Member Hasteclicky's Avatar
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    Just out of curiosity, why would you drop fire or wind to take earth? each only cost one action point and you aren't required to be in the stance to use the elemental strike it gives. Stay in fire or wind and just spam the lightning and earth strike.

  7. #287
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by The_Phenx View Post
    ABBOT???

    Holy freaking ****...I am sooo all over that puppy...

    Looks like I will be dropping Skill focus umd...and stunning blow... lol

    Make a cha skills item from the shroud... take CE and improved trip... using that stick would be just insane.

    combine that with the acrobat unbalancing form the new set and I see a pattern emerging.

    Eladrin et all seem to have the feeling that getting hit with a stick knock you over and stuns you, and heard the cries for more nice staffs, and the flavor of the Acrobat.

    I would imagine we will see Acrobat III have a similar flavor... either more trip features or perhaps a stun effect chance. (Stun makes the most sense.. like a 3-5% chance when using a quarterstaff) Knock em over, then beat em senseless....
    Any other changes you'd make Ghin? Stat points, skills, etc? Assume you'll have access to this QStaff.
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  8. #288
    Community Member Trillea's Avatar
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    I bet you that an ability like this is the holdup on Acrobat III. I would bet (fairly heavily) that for Acrobat III all finessable weapons use DEX for damage, and they are having problems with the programming. Putting it on 1 weapon would be a lot easier than an across-the-board-for-finessable-weapons change.

    Edit: I bet Eladrin gave us this tidbit to "tide us over" till he can make the change.
    Last edited by Trillea; 09-02-2009 at 07:47 PM.
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  9. #289
    Community Member Blind_Skwerl's Avatar
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    Great. Now I have to craft a staff to use trying to get another staff.
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  10. #290
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Hasteclicky View Post
    Just out of curiosity, why would you drop fire or wind to take earth? each only cost one action point and you aren't required to be in the stance to use the elemental strike it gives. Stay in fire or wind and just spam the lightning and earth strike.
    Ya I know... I only had the AP's at lvl 16 to take 2 stances. I dropped fire for earth because the clickie attack you get with the stnace... too many things are fire based for that to be useful.

    But earths strike gets the +4 damage.. which is great for portal beating, and red/purple names...

    I will take them all later on...and I just stay in air stance 99% of the time. If I am doing tank duty like in VOD or Reaver I go into Mountain stance for the increased survivability adn native dr.
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  11. #291
    Community Member Dark-Star's Avatar
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    The new staff Breeze is based off of dex for to hit and damage, not str.
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  12. #292
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Dark-Star View Post
    The new staff Breeze is based off of dex for to hit and damage, not str.
    Quite interesting good sir... I didn't catch that...Thats actually quite a huge deal. Its Finesse and then some. Definately built for acrobats... and even tho preying is str based it will still work amazingly well just a lil extra dps... since he rolls with a 28 str and 30 dex...
    Last edited by The_Phenx; 09-03-2009 at 01:26 PM.
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  13. #293
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Arkat View Post
    Any other changes you'd make Ghin? Stat points, skills, etc? Assume you'll have access to this QStaff.
    Hmmm If I was going to be a pure badass tripping fool with this stick.

    I would totally do CE and Improved trip...

    Since rouges do not get access to trip enhancements. If I were going to build a specialist just to use this staff? I would change the level split.

    I would do a 18 Rouge 1 Monk 1 Fighter

    This still allows access to all the clickie attacks and stances from monks.

    You dont loose too much, just the access to Monk wis + 1 enh, void strike (force damage clickie) and the WAY of enh's so -5 Hit points

    You gain +1 uncentered BAB so you can take GTHF at 15 if you wanted, get a couple extra hit points, Access to fighter toughness I (for extra 10 hp) and fighter strategy trip for +1 dc to your trip attacks.

    Its not a bad trade off -1ac and -1d4 force damage for +1 trip dc +1 BAB and 7 Hit points.

    I would start with a 10 wis and put the extra point into int to balance out int since +2 tomes are going to level 7 usage. I would increase dex to 18 and that puts str at a 14 I think?

    This is how I would DEFINATELY do a warforfged version of this build, and then take Warforged Tactics III for an additional +3 DC, and Great weapon Aptitude III. (you would loose +1 ac +1th and +1 to resists)

    So with that stick your looking at a +10 DC to your trip attacks... which is HUGE.

    SO say Tip DC10 + Str Mod +9 + 10.. your looking at a DC 29 save on a str check...Silly...and Improved trip is another +4 on top of that... SO madstoned/raged you could be looking at a DC 34 with only a 24 str...

    Honestly this is not a bad all around build split now that I look at it.. just a different flavor than the way I went.

    Maybe one day whe I am bored again.. I will roll up the Bigger F'n Stick and make this version.
    Last edited by The_Phenx; 09-03-2009 at 01:27 PM.
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  14. #294
    Community Member Aerendil's Avatar
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    Was just thinking of this build today, and whether or not to give it a shot on Cannith.

    Torn on race, though - Elf for Invis/Displacement (this not being the most uber AC build, displacement may help out immensely) vs. Halfer (healing DMs!) vs. Warforged (weapon aptitude and improved combat tactics DCs).
    Tough call :/
    Heck, even Human for their Dragonmarks is tempting (I love DD, Teleport, and Exp Retreat!).

    As for level split, 13 Rogue is a minimum for me as I'd want Acrobat II + both Improved Evasion and Crippling Strikes, so that 13/6/1 split is actually somewhat tempting, as is a possible 18/1/1 (or even 18/2).

    And is Imp. Trip worth it? Or just stick with Stunning Blow?
    I'm guessing I won't have amazing DCs, but I guess every bit helps. Hmm..

  15. #295
    Community Member The_Phenx's Avatar
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    I wouldnt do elf or human.. displacement is just a 2nd tier shroud item...and invis.. there are plenty of clickies...Human.. DD is cool.. but ...

    The best reasons ot do Halfy is the +1th +ac and saves with the halfling guile enhnacements.

    Wf are best for tactics and glancing blows.

    Hving explored all the options and swapped a lot of feats around...I feel pretty comfy saying....

    If you are looking to do a stunning blow or tripping toon I would say the best build is WF...the better str and the tactics lines make that +4 dc pretty worthwhile.

    I would say radiance S/A builds or those worried about taking dragonmarks for healing are best done halfling.

    As for imp trip... matter of opinion... he asked for what I would do as a build for that stick.

    Will I cange out Preying.. maybe once I get that staff but I feel that will be a LONG way away, and hopefully we will have ACRO III by then.
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  16. #296
    Community Member Aerendil's Avatar
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    Yeah, Halfling (for guile/cunning) and WF (wpn aptitude) are certainly very tempting. No arguments there.
    If I were going Assassin with radiance rapiers, Halfers would be my race of choice (or Drow for the higher int).

    The displacement idea, though, was mostly to *get* to endgame.
    Sure, I can craft a displacement item then, but I also want to be able to enjoy the first 14 levels. If he has a low AC, no way to heal himself, and dies a lot - he won't make it past 4 before I think of deleting him.
    I'm also a bit concerned about using a Str-based weapon and using the lowest Str race ingame...

    Anyways, still very tempted to go Monk 3 (Fists of Light). The high attack speed of QS with windstance (and eventually Acrobat II) could help alot with survivability with the ability to self-heal via Light. Not to mention a free 1min Blur and +2 to hit/dmg via ki combos.

    Heck, I'd even be tempted to go 13 Rog-Acrobat II / 6 Ftr-Kensai I / 1 Monk if it wouldn't completely gimp my skills.

    Hmm. Still trying to wrap my head around this build. It sounds so fun, yet could easily be gimped if not built right.
    Grrrr


    *edit* - regarding Breeze. It looks as though it's a weapon that will work *very* nicely with the Acrobat set bonus from the new raid gear.
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    Last edited by Aerendil; 09-03-2009 at 04:41 PM.

  17. #297
    Community Member The_Phenx's Avatar
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    The AC at low levels is just fine. With a barkskin and some house p buffs your in the mid 30's.

    All you have to do is get the black widow bracers from WW...and that can be done at 2nd.

    At upper levels its pretty solid too... the only AC based hard to find loot I have is Icy Raiments and insight on his quarterstaff and Preying is sitting at 48 unbuffed. Throw in a chattering ring and a barkskin pot...

    I had no problem surviving on him while leveling, just have to play it smart, use your diplo, don't be the first one in the room.

    Of course now I run amock with him and go crazy.

    As for healing.. do what I did... replace the THF chain with halfling dragonmarks... then once your UMD is solid enough to use heal scrolls swap the feats back out. THF is not necessary, just a lil extra dps.
    Last edited by The_Phenx; 09-03-2009 at 05:29 PM.
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  18. #298
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    Anyway to do this with a 28 point build? I've only started playing, I'm noobtastic, I was planning on playing a rogue and from the sounds of it this would be a fun varient on that.

    And also since I'm so noobish (I just figured out today that diplo is a detaunt ), I'm not sure when and what to spend action points on I know there are prereques on some of the stuff, I just know I'm going to screw it up somehow.

    Figured I'd go with the dragonmarks as opposed to the TH feats the guys I'm playing with want to do a warforged party but I think that would be even a worse way to go with 28 pts, and this way I have the ability to heal myself (since our wiz won't be able to do it)
    Last edited by bloodsage; 09-04-2009 at 02:16 AM.

  19. #299
    Community Member The_Phenx's Avatar
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    This is more of an advanced build. If you are looking to do something similar as a new person to the game it will be difficult, but not impossible. Read thru the thread there is a lot of great information there.

    If you have to sacrifice points from anywhere the best place to get them would be from the areas I used +1 tomes for right off the bat, since you will not have access to them.

    I would roll with a 14 dex and a 9 wisdom and a 12 con. The 9 wisdom will even out to a 10 later on with the monk wisdom enhancement. This retains the ability to keep your rouge skills up to par, and you should source a +1 str tome asap (either from the store, auction house, or trade forums) Your AC will be slightly lower at end game (2 less) but this is not the end of the world..

    Nothing wrong with going wf in a party with a wizard... since they are the primary healers for warforged...especially fi your doing an all wf party...
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  20. #300
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    This is what I've come up with for a modified 28 pt warforged build.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (2 Monk \ 18 Rogue) 
    Hit Points: 211
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 10
    Reflex: 17
    Will: 9
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity            14                    17
    Constitution         11                    12
    Intelligence         14                    14
    Wisdom                9                    10
    Charisma             10                    10
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 12                   18
    Bluff                 0                  0                    0
    Concentration         0                  1                    2
    Diplomacy             4                 23                   23
    Disable Device        6                 25                   25
    Haggle                2                 23                   23
    Heal                 -1                  0                    0
    Hide                  4                 16                   16
    Intimidate            0                  0                    0
    Jump                  6                 15                   19
    Listen               -1                  0                    0
    Move Silently         4                 16                   16
    Open Lock             6                 26                   26
    Perform               n/a               n/a                   n/a
    Repair                2                  2                    2
    Search                6                 25                   25
    Spot                  3                 23                   23
    Swim                  2                  5                    5
    Tumble                4                 15                   21
    Use Magic Device      4                 23                   23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+2)
    Skill: Hide (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Handed Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Resistances
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Balance I
    
    
    Level 2 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Enhancement: Rogue Tumble I
    Enhancement: Rogue Dexterity I
    Enhancement: Warforged Great Weapon Aptitude I
    
    
    Level 3 (Monk)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+0.5)
    Skill: Hide (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Unarmed Strike
    Enhancement: Disciple of Breezes
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+0.5)
    Skill: Move Silently (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Meditation
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Rogue)
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Search (+2)
    Skill: Use Magic Device (+2)
    Feat: (Automatic) Trap Sense
    
    
    Level 6 (Rogue)
    Skill: Balance (+2)
    Skill: Diplomacy (+2)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Uncanny Dodge
    Enhancement: Rogue Haste Boost II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Balance II
    Enhancement: Rogue Tumble II
    
    
    Level 7 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Warforged Tactics I
    
    
    Level 8 (Rogue)
    Ability Raise: STR
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Thief-Acrobat I
    
    
    Level 9 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+1)
    Skill: Jump (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Rogue Dexterity II
    
    
    Level 10 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Improved Uncanny Dodge
    Enhancement: Warforged Great Weapon Aptitude II
    
    
    Level 11 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+3)
    Skill: Jump (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Sneak Attack Training III
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Hide (+2)
    Skill: Jump (+1)
    Skill: Move Silently (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Cripling Strike
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Enhancement: Rogue Haste Boost IV
    
    
    Level 13 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Tumble (+3)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+4)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Thief-Acrobat II
    Enhancement: Rogue Dexterity III
    
    
    Level 15 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Tumble (+3)
    Skill: Use Magic Device (+1)
    Feat: (Rogue Bonus) Improved Evasion
    Feat: (Selected) Stunning Blow
    Enhancement: Rogue Extra Action Boost I
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Sneak Attack Training IV
    
    
    Level 17 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+1)
    Enhancement: Warforged Great Weapon Aptitude III
    
    
    Level 18 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Rogue Bonus) Slippery Mind
    Enhancement: Warforged Tactics II
    
    
    Level 19 (Rogue)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+1)
    Enhancement: Warforged Tactics III
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Hide (+1)
    Skill: Move Silently (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Extra Action Boost II
    Enhancement: Warforged Power Attack I
    What do you think? Any specific changes you would recommend (like just giving up and going standard rogue )?

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