**NOTE** - If you are here looking for my ranger-splash version build of this, please look at post 21 for the basic stats and set-up. POST 31 GIVES That build its last gear swap.
POST #48 IS ALUECIAN U9!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !11
BUILD GOALS
- Evasion
- Uninterrupted self healing/survivability
- Ability to tank Raid bosses
- Premium saves for minimal failure
- UMD capability for buffing or team assisting.
Halfling 12 Fighter (Kensai II PRe) /6 Paladin (Defender of Syberis I PRe) /2 Monk
Starting stats and targets to 20
STR 16 + 3 fighter + 5 levels + 6 item + 2 tome = 32[+8 Kensai II Power surge +2 Defender Stance = 42]
DEX 16 + 2 Halfling + 6 item +2 tome = 26
CON 13 + 1 tome + 6 item +2 exceptional bonus = 22 (Currently at 20) [+2 Defender Stance = 24 / +3 tome = 26]
INT 11 + 3 tome = 14
WIS 9 + 1 Monk + 6 item +2 exceptional bonus +2 tome = 20
CHA 9 + 1 Paladin +6 item +2 tome = 18
YOU WILL NOTE I DID NOT ADD +4 TOMES, MADSTONE, RAGE, SCOURAGE CHOKER, Titan's Grip OR ADDITIONAL EXCEPTIONAL ITEMS SO THAT YOU CAN GET A GOOD IDEA OF WHAT IS EASILY ACHIEVABLE.
Level Progression (M=Monk, F=Fighter, P=Paladin) M,F,F,F,P,F,F,P,P,F,F,M,F,F,F,F,F,P,P,P
Master feat list in order of leveling:
Least Dragon Mark, Toughness, TWF, Exotic Weapon Prof: Khopesh, Oversized Two-Weapon Fighting, Lessor Dragon Mark, Weapon Focus: Slashing, Greater Dragon Mark, ITWF, GTWF, Power Attack, Combat Expertise, Weapon Spec: Slashing, Dodge, Greater Weapon Spec: Slashing, Empower Healing.
Level sequence and important Feats
Level 1 (Monk)
Feat: (Selected) Least Dragon mark of Healing
Feat: (Monk Bonus) Toughness
Level 2 (Fighter): Feat: (Fighter Bonus) Two Weapon Fighting
Level 3 (Fighter):
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Selected) Oversized Two Weapon Fighting
Level 5 (Paladin) Feat: (Automatic) Aura of Good
Level 6 (Fighter)
Feat: (Selected) Lesser Dragon mark of Healing
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 8 (Paladin)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Level 9 (Paladin)
Feat: (Selected) Greater Dragon mark of Healing
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Level 10 (Fighter) Feat: (Fighter Bonus) Improved Two Weapon Fighting
Level 12 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Monk Bonus) Power Attack
Feat: (Automatic) Evasion
Level 13 (Fighter) Feat(Fighter Bonus) Combat Expertise
Level 15 (Fighter)
Feat: (Selected) Dodge
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 17 (Fighter) Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Level 18 (Fighter) Feat: (Selected) Empower Healing
YOU WILL NOTE THAT I DO NOT HAVE IMPROVE CRIT: SLASHING. Initially I had it until I aquired my Mineral II Khopeshes. After that, I found no need for this feat as my alt weapons have keen on them anyway and/or because its a vorpal.
AC at Level 20
10 base
01 size
01 Paladin Aura
01 Bulwark Enhancement
08 Dexterity bonus
04 Monk Wisdom bonus
01 Dodge
01 Alchemical AC bonus
07 Armored bracers
05 Combat Expertise
01 Monk Bonus
02 Defender of Syberis Stance
42(47 if you have a +5 protection item)
Additional Equipment Items(Hard to get unless you quest alot stuff
08 Icy Rainment [+4 Dodge +4 Protection) / (Replaces the +5 protection item)
03 Chattering Ring
04 Shroud Insight Bonus
01 Shroud +2 Exceptional Wisdom Bonus
58 Beholder AC (Additionally, I can get +1 more from Deflection bonus when I put on my +5 protection necklace, and +8 bracers should be avialable to make 60AC!!!)
Self Buffs:
01 Haste
03 Barkskin
04 Shield spell
02 (The new DDOStore +2 STAT Ability pot which lasts for 10 minutes gives +2 to all stats, i.e. Dex & Wisdom)
68 Self Buffed
Outside sources
05 Paladin PRe III Aura (I minus 1 because I have +1 Pally Aura Already)
04 Bard AC song
02 Recitation
02 Ranger Barkskin
81 AC --- Full Raid Buff
SAVES:
Base/self buff Saves + enhancements will be:
Fortitude: 21 +19 = 40
Reflex: 17 + 20 =39
Will: 15 +20 = 37
Enhancements to saves include:
+3 from Key stat items
+3 from my Paladin Charisma bonus
+2 from the Head of good fortune
+1 from the Alchemical resist bonus
+5 from the Boots of Innocence
+1 to all stats from the DDO +2 Stat pot
+1 to Will save from Exceptional Bonus on my Greensteel item
+1 to reflex from Haste
+2 Vorne's Belt (+2 Exceptional Bonus to Will and Reflex)[must have combo raid set]
+4 from Greater Heroism
THESE SAVES DO NOT ACCOUNT FOR BARD SONGS, BUT REALLY DO YOU CARE WITH SAVES LIKE THAT
Base Skills
Looking at the skills for this character there are essentially 4 main skills and a few dumps here and there. The primaries are as follows:
Intimidate/diplomacy
Jump
Balance
UMD
Depending how you want your character to turn out and what Intelligent tomes you are able to eat/read will dictate how many skill points you are able to disperse. I was fortunate to have eaten a +2 Intelligent tome from inception and ate a +3 Intelligent tome at level 16, so I get a few more skill points then most. But you must remember one thing, for this character to have any decent UMD you must put all skill points possible into UMD and try to eat a +2 Tome as early as possible (level 7).
Since this build is meant for survival I would place importance on skill allocation in the following order UMD, Balance, Jump and lastly Intimidate/diplomacy. Intimidate is important for grabbing aggro, but I have found that putting out good DPS keeps most mobs interested in you. To me, Intimidate can be very useful, but plays a limited roll in general groups. Conversely, it plays an excellent roll in a good group who have a particualr attack plan, but that usually exists predominatly in Raid parties; As such and as suggested, diplomacy can play an equal if not better aspect then intimidate for this build because most elites figure if your intimidate isn't high enough then you shouldn't bother and because diplomacy benefits your sneak attack attribute, it simply means more DPS for you!. Laslty, put at least 1 skill point into Tumble, because Tumble is cool! :P
UMD
KEY BUFFS and COMMENTS: With new clickies that are more reliable then ever and with some traditional clickies, you are able to ease the pain of having to "make" that UMD check for possible failure. Some of the new and traditional clickies include:
Raise dead,True Ressurection, Stoneskin, Displacement and Haste.
Key buffs not on clickies....or should I say "decent" clickies:
Shield (10th level) (UMD 38)
Recitation
Other scrolls that are handy:
Raise Dead(UMD DC 36)
Heal(UMD DC 40)
Restoration(UMD DC 32)
Resurrection(UMD DC 44)
Greater Teleport(UMD DC 44)
Spell Resistance Mass(UMD DC 44)
Now putting that into perspective, Mini-Me is not going to be sitting around, maxed out on UMD at all times. In fact, he will be riding his base UMD most of the time. What I am pointing out though is he can, sit back fully buffed and be a quasi-wanna-be-cleric in reserve, or can in the beginning of a long and hard quest, ease the cleric or casters mana by supplementing with basic buffs while upping his own AC buffs.
Based on potential UMD projections with Mini-Me, you can establish the following:
12 Base (11 +2 tome +1 Paladine Charisma enhancement; however Ron's Character Creator tabulates it to 13)
04 Greater Heroism
03 Charisma item
06 Shroud item
05 7-fingered gloves (Golden Cartouche is only +03)
02 Head of good fortune/recitation
32 (or 30 if you only can get the cartouche)
HIT POINTS AT LEVEL 20
With Toughness and using all but the last fighter toughness he will be at a base of 328
+10 from favor in Gianthold
+30 Greater False Life
+45 Shroud Item
+20 Minos Legens (Mod 9 will be changing it from 18 to a 20hp increase)
+60 from a +6 Con item
+05 from The Monk Patient Torotios enhancement
For a grand total of:
498.
TWO KEY NOTES ABOUT HPs: I did not add a +3 Con tome, nor +2 Exceptional Con Bonus to be calculated into this build, but the +3 Tome is very feasable and the exceptional CON is there on my raid bonus set item(s).
Enhancements in level order:
Level 1 (Monk)
Halfling Luck I (Will)
Level 2 (Fighter)
Fighter Attack Boost I
FIghter Haste Boost I
Extra Dragon mark Use I
Fighter Critical Accuracy I
Halfling Cunning I
Fighter Toughness I
Level 3 (Fighter)
Halfling Dexterity I
Halfling Guile I
Racial Toughness I
Level 4 (Fighter)
Fighter Strength I
Level 5 (Paladin)
Paladin Armor Class Boost I
Halfling Luck (Will) II
Paladin Focus of Good I
Paladin Devotion I
Level 6 (Fighter)
Fighter Attack Boost II
Extra Dragonmark Use II
Fighter Critical Accuracy II
Level 7 (Fighter)
Racial Toughness II
Fighter Toughness II
Level 8 (Paladin)
Halfling Dexterity II
Level 9 (Paladin)
Paladin Courage of Good I
Paladin Bulwark of Good I
Paladin Resistance of Good I
Paladin Extra Lay on Hands I
Level 10 (Fighter)
Extra Dragonmark Use III
Level 11 (Fighter)
Paladin Charisma I
Fighter Toughness III
Level 12 (Monk)
Way of the Patient Tortiose I
Monk Wisdom I
Level 13 (Fighter)
Fighter Strength II
Level 14 (Fighter)
Extra Dragonmark Use IV
Level 15 (Fighter)
Fighter Kensai I
Fighter Khopesh Specialization I
Level 16 (Fighter)
Kensai Khopesh Master I
Level 17 (Fighter)
Kensai Khopesh Master II
Fighter Kensai II
Level 18 (Paladin)
Paladin Devotion II
Fighter Strength III
Level 20 (Paladin)
Fighter Haste Boost II
Paladine Devine Righteousness I
Paladin Defender of Siberys I
KEY NOTE: Ultimately you set up your enhancements how you want. I found this to be my best set-up for the time.
There will be one (1) action point left over to disperse wherever you like - I think I dumped mine eventually into "Halfling Reflex save I", but you could save it and add it to your "total action points back" explained below:
Eventually if you are able to grab a +3 strength tome a +3 wisdom tome and a +3 Charisma tome - you will net back approximately 10 action points to dispurse back into this build - perhaps you can go Fighter Haste III & IV = 7 action points, then go Halfling Cunning II and Halfling Guile II which = 4 (4+7=11)
That will be the route I take when I get those action points back.
HEALS ala DRAGONMARKS
This was the key factor for this build. Not only did I want good DPS great AC and awesome saves, but I wanted the de facto Heal! With all the dragon marks, +Paladin Devotion II, empower healing and Torin's Choker (raid Item), he currently hits, at max, 382 hitpoints in heals x5 clickies, 77-89 hitpoints in cure serious wounds x7 clickies, 30-35+ cure lights x9 clickies and 45-49 hitpoints in heals from my two Lay on Hands not to mention I have cure light wounds spell from my paladin levels which hit for 25hp x10!!!!!
THE TOTAL AMOUNT RANGES FROM 3059 - 3196 IN TOTAL HEAL/HITPOINT REGEN!!!!! That is like healing (5) 600hp barbarians!!!! whoot!
The beauty about dragon marks though is they dont use material components and there isno concentration checks for them!!!!
EQUIPMENT:
Yes this build is equipment tied, but that is not to say he needs everything, he just needs everything to be all he can be like any other character. Obviously I have chosen particular equipment over others for specific reasons and you might not agree with the set-up but it works for me and I feel the equipment used gives the most of what I want from this build.
I have three set-up modes that vary very little that are based on 2 slots and will explain each set up but for purposes of brevity (not much here) ill only explain the swap outs and just post the everyday general wear and lastly what Items I still need to obtain.
Thus far his daily wear looks like this:
Helm: Minos
Necklace: Torin's Choker (Swaps include: Silverflame Neckalce, Jargundals Collar, +5 Protection necklace)
Trinket: Bloodstone with +1 resist (Swaps include: Head of good fortune with +1 resist, Mummified bat, Pearl of Sirinis, Raise dead shards turn-ins)
Cloak: +6 wisdom greensteel with +45 Hit points
Belt: Vorne's Belt +6 Con & Greater false life (Swap includes: Planar gird)
Gloves +6 Strength Gloves (Titan's Grip)
Ring slot 1: Charisma +6 (Swaps include: all the greater elements resist when needed, +15 Intimidate and Chattering Ring)
Boots: Boots of the innocent (Swaps include: 30% striders, fire greeves, Kundarak Boots)
Ring slot 2: Tumbleweed
Wrists: Amour Bracers +7
Amour: Icy Raiment
Goggles: Blindness Ammunity (Swap includes: Fleshrenders)
Equipment Sought after:
Chattering Ring (Need this for part of my uber AC-ness)
Higher AC Armour Bracers
Gnawed Ring (+6 Strength - bonus set with Torin's Choker) (This bnous set includes +2 to will and reflex and Spell Resistance 22!!!!)
Tharne's Goggles (Who doesn't want Perma true seeing and +5 to-hit on sneak attacks???)
Shroud Charsima +6 to skills item (For Maximum UMD)
I chose the Torin's Necklace and Gnawed ring combo bonus set for two reasons. 1. It allows me to group my greater false life with con while boosting my self healing capabilities and garnering more spell points for my Paladin cure light wounds, plus the combo set grants me +2 to my will and reflex saves AND a permanent Spell resistance of 22. The other option was to go with Kensai combo set, but after looking at it, it will really only give me a +2 to hit (nothing special). My to-hit base is already 39 and I can pump it up to a 48+ I believe. So why bother?
The equipment swap outs are when I want to go into Full AC, full resist or max DPS. For AC I would swap out my Charsima ring for chattering and replace Torin's Necklace for +1 more AC; Full resist means I merely swap out bloodstone for the head of good fortune and keep my Charisma ring on and my Boots of Innocent. For max DPS I make sure im in a good healing group and swap out Torin's Neckalce for my Jargundal Collar for my 10% increaase in melee activity; basically, I turn him into a quasi-Tempest, keep my bloodstone on and click on power attack and power surge!