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  1. #1
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    Default Fighter/wizard/monk

    Need some help to build this character if it's possible. Looking to go 12 ftr/7 wiz/1 monk halfling 28 pt with dragon marks. Optionally I would do Ranger instead of fighter if it's that much better and I can fit the marks in. I would like to use kopesh if it fits as well as umd.

    This is why I am making this character. Dps and minimal cost and self sufficient. I can cast all buffs up to fire shield and stoneskin that I will need. I can self heal. And with the monk level and the ac increase I should have a very good ac. along with the self buffs like displacement. I'm not brand new but still learning a bit but I do believe this character will be fun for me as well as cheap to play for the most part.

    Any help would be greatly appriciated =)
    Last edited by Rexo99; 04-19-2009 at 02:25 PM.

  2. #2
    Community Member EKKM's Avatar
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    The easiest and most self sufficient Gish type is a warforged Wizzie as they can use repair spells/wands to self heal.

    Note that as a level 1 wizzie,you will scroll casting a lot of those buff spells and they will not have the duration you need (displacement and haste will only be 30 seconds for example.

    To keep your theme though,
    A halfling ranger 18/rogue 1/monk 1 might work, take rogue at level 1 and max UMD and keep it max so you can use those wands and scrolls. Ranger can use cure wands for when you run out of dmarks and also have very good buffing spells (resist/protects, rams might, FoM).

    1 rogue - dodge
    2- ranger -
    3 - ranger - least DM
    4 - monk - mobility (bonus)
    5 -20 ranger
    6 - Spring attack (to pick up tempest at lvl 8)
    9 lesser DM
    12 grt DM
    15 toughness or imp crit
    18 - the other one

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  3. #3
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    Default Thanks for the reply

    As you read my post you will notice that I am trying to stay away from wand and scroll use as much as possible. That's why i'm trying to build a self sufficient character. Yes I would like umd because I think it's nice to have options for equipment and scrolls late game but that's a secondary concern. My main concern is not spending a ton of money to do a quest. And often I pug so I want to be able to handle a gimp healer or a non buffing wizard etc. It happens and my play time is opposite the peak play time for most. Also it never hurts to be able to self buff in the even someone is out of mana or I die and don't want to force someone to waste mana. Also there might be times I have to go alone.

  4. #4
    Community Member VKhaun's Avatar
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    I think you're missing a few pieces of information, Rexo99.

    1) Arcane spell failure chance is built into all armor except robes. The heavier the armor the higher the chance. In full plate armor as a fighter, you're talking over one third of your spells just failing on the spot when you try to cast unless you invest AP and get special armor. Still, it will be there.

    2) Rangers, Bards, and Paladins also get spells beginning at level four, which do a lot of what you want. Paladins and rangers in particular run those spells off of wisdom, rather then intelligence, which meshes better with your monk level to increase your AC (which is based on you character's wisdom wisdom mod).

    3) You find wands and potions. No, you aren't going to be a hardcore player trying to run with two pages of junk to whip and pour, but you'd be a very bad player, even role player or theme player, to ignore the many potions laying on the ground and wands in chests.




    18paladin/2monk for example.
    Paladin spells are DIVINE, not arcane and will not fail. The paladin gets natural bonuses to saves. Level two monks get evasion which rewards your reflex saves by taking zero damage from what you were saving against, rather then half damage as normal. Paladin spells are based on wisdom, which gives you AC due to having monk. Paladins wear very heavy armor in addition to this limiting their need for dex to boost AC, and you will be getting lots of dex (+2 base, +3enhancements) from being a halfling, meaning you can probably start with a great points savings by not adding any to dex at all in the creation. Even if you had it you won't have the skills and items to take advantage of it right away.

    14str
    10dex
    12con
    10int
    14wis
    14cha

    UMD and Diplomacy.
    Go paladin to 4 for your spells. Then monk to 2. Monk gets extra skill points at level compared to paladin, so after maintaining UMD and Diplo, throw them into Tumble so you can tumble even in your armor and shield and the penalties they bring. If you had done monk first the cap for tumble would be too low to do this and you'd have to split the extra monk points between two skills. Remember that at both levels of monk you can pick a monk-class enhancement. Look at the enhancements you want and find out which are monk ones, so you take those when you have to and not waste a paladin feat.

    Tweak as you like, and even if you don't like this particular idea, I hope you see the concept of mixing stats that agree with each other. A fighter/wizard/monk halfling would be very frustrating to play, as no stats aid each other across those classes.
    Last edited by VKhaun; 04-19-2009 at 03:24 PM.

  5. #5
    Solver of Dark Secrets Magnus_Arcanis's Avatar
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    Perhaps going 12 monk/7 wizard/1 rogue could be a good way to go for you.

    Granted, your dps will be rather low, but as a halfling your sneak attack damage should more than make up for it. Rogue also unlocks UMD and increases your reflex save which should already be rather high.

    12 monk isn't exactly gonna make you a damage machine, but you can get teir III monk attack speed which is awefully good with vorpals. You can get +30% healing amp which will let your dragon marks and UMD'd scrolls and wands go a long way. Not to mention Fists of Light which is becoming an increasingly useful ability. Plus the +3 ac just for having 10 levels of monk can only help you. Oh, you also get improved evasion, better run speed, abundant step and your saves will be a lot better.

    While turbine, for some reason, didn't give any prestige enhancements to monks they will eventually and you should be in good position to capalitize on that.

    As for stats I'd recommend:
    str: 12
    dex: 17
    con: 13
    Int: 11
    wis: 14
    cha: 8

    At lv.20 with only using +1 tomes, +6 items, and enhancements your stats while in teir III air stance should end up as:
    STR: 18
    DEX: 34
    CON: 18
    INT: 20
    WIS: 24
    CHA: 14

    Feats:
    Weapon Finesse, Toughness, TWF, ITWF, GTWF, Power Attack, Least, Lesser, and Greater Dragon Mark, skill focus: UMD, extend, quicken.

    Of course you can alter those as you see fit after all its your character, but based on 'off the top of my head' thinking, those would be my recommendations based on what you wanted.
    Last edited by Magnus_Arcanis; 04-19-2009 at 03:39 PM. Reason: edited for 28 point build.
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  6. #6
    Community Member Noctus's Avatar
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    Your original idea is quiet fine.12 ftr/7 wiz/1 monk halfling 28 pt with dragon marks.

    intercession:
    Kopesh and DEX-based doesnt work, as Kopeshs arent finess-able weapons.

    But a Warforged will be better at doing what you plan on doing. The wizard lets you self-heal when you are a warforged, and so you save 3 feats + a big chunk of APs just by switching the race.

    Also i´d switch Fighter to Ranger for several reasons:
    - You will get Evasion at 9th ranger.
    - More and better skillpoints.
    - Both are spellcasters, so their spellpoints-pool combines.
    - WIS based casting of a Ranger has good synergy with the monk level.
    - Tempest.
    - Ranger has some nifty buff spells. Best off all: +5 nat armor self-cast-barkskin.
    (perhaps: - With ranger you dont need to invest heavily into DEX to take the whole TWF line. You can so reach a much higher damage output while using Displacement + Stoneskin as a way to deal with incoming damage due to a bit lowered AC. Also wizard on a warforged has excellent self-healing)


    So that would lead to a Warforged Ranger 12 / Wizard 7 / Monk 1.
    Strength 12
    Dexterity 16 (all level ups here)
    Constitution 16
    Intelligence 10
    Wisdom 12
    Charisma 6


    or perhaps if you would go STR based:
    Strength 16 (all level ups here)
    Dexterity 12
    Constitution 16
    Intelligence 10
    Wisdom 12
    Charisma 6
    Also this would enable you to wield 2 Kopeshs.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  7. #7
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    Default Thank you!

    For all the good posts thanks alot. I am interested in all of them lol. I very much like the idea of the warforged with dw kopesh but i'm curious with 12 dex it will hurt my evasion right? Other wise not really sure what to do yet but I will research and let you know what I decide =)

  8. #8
    Community Member Phidius's Avatar
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    Note: I'd highly recommend getting 1750 favor first, as an extra 4 build points will be huge on a build stretched as thin as this will be.

    Thoughts on this build:

    1. Going dex based as it helps your reflex save and armor class.
    2. Built using ranger as it will give evasion once the cap goes up, Tempest, +5 Barkskin at level 20, TWF/ITWF/GTWF for free, extra skill points, the ability to use wands early, more self healing spells, etc... Wands will last you long enough to get your UMD up, your ranger cure spells, and your dragon marks.
    3. Wizard bonus feats are Extend (to make your buffs last longer), and Maximise (to get the most out of your Dragonmarks)
    4. Couldn't fit in Khopeshes, as they are not finessable, and you would need 2 feats for best use (Exotic Proficiency + Oversized TWF).
    5. Take Ranger from level 17-20. I wouldn't bother with Tempest II, as you can have a 14 minute Shield spell that will over-ride your Tempest shield bonus, plus you'll be immune to Magic Missle.
    6. As you asked, UMD is maxed out for the classes involved, but not sure how useful you'll find it. Still, it's better to keep it up than to find out later how useful it would be.

    I may try this build out myself

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Consider Me
    Level 16 Lawful Good Halfling Male
    (1 Monk \ 8 Ranger \ 7 Wizard) 
    Hit Points: 152
    Spell Points: 384 
    BAB: 11\11\16\21
    Fortitude: 13
    Reflex: 22 (+5 item, +4 GH, +2 HoGF, +1 alchemical = 34)
    Will: 14
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength              8                     8
    Dexterity            18                    26
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               14                    14
    Charisma             10                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               8                    21
    Bluff                 0                     0
    Concentration         5                    21
    Diplomacy             0                     0
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  2                     4
    Hide                  4                    10
    Intimidate            0                     0
    Jump                  3                    18
    Listen                2                     4
    Move Silently         4                    10
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  2                     2
    Swim                 -1                    -1
    Tumble                5                     9
    Use Magic Device      2                     9.5
    
    Level 1 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Mobility
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Halfling Agility
    Feat: (Automatic) Halfling Bravery
    Feat: (Automatic) Halfling Keen Ears
    Feat: (Automatic) Halfling Luck
    Feat: (Automatic) Halfling Size Bonus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Wild Empathy
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Weapon Finesse
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    
    
    Level 4 (Ranger)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Least Dragonmark of Healing
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 9 (Wizard)
    Feat: (Selected) Lesser Dragonmark of Healing
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Ranger)
    Feat: (Automatic) Diehard
    
    
    Level 12 (Ranger)
    Feat: (Selected) Greater Dragonmark of Healing
    
    
    Level 13 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 14 (Ranger)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 15 (Ranger)
    Feat: (Selected) Spring Attack
    Feat: (Automatic) Improved Wild Empathy
    
    
    Level 16 (Ranger)
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Skill Boost II
    Enhancement: Ranger Skill Boost III
    Enhancement: Extra Dragonmark I
    Enhancement: Extra Dragonmark II
    Enhancement: Extra Dragonmark III
    Enhancement: Extra Dragonmark IV
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Dexterity II
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Guile I
    Enhancement: Halfling Guile II
    Enhancement: Halfling Luck I (Reflex)
    Enhancement: Halfling Luck II (Reflex)
    Enhancement: Halfling Luck III (Reflex)
    Enhancement: Halfling Luck I (Will)
    Enhancement: Halfling Luck II (Will)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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