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  1. #1
    Community Member TheJusticar's Avatar
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    Default 2Mk/6Pal/12Ftr Evasion of Good

    Been fiddling with this build.

    Elf: 16/15/14/11/12/8

    Lvl (1-2) Mk
    Lvl (3-14) fighter
    Lvl (15-20) Pally

    Dual Scimis. Kensai II (Dunno if it would also be possible to get KoC from pally).

    Set of +2 tomes @ lvl7.
    All power-ups in STR.

    Input/Comments always welcome.

    Godspeed.
    Last edited by TheJusticar; 10-25-2009 at 07:50 PM.

  2. #2
    Community Member lord_of_rage's Avatar
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    That could be a fun build. I think Id go go slightly different in the way you set the lvls but thats a personal pref. Id prob take the 2 pally lvls off the bat because wands are cheaper and loh is good then slide the monk lvls in maybe at 4/8 but thats me. Let me know how it turns out.
    Toons are in a constant state of flux. Khyber server.

    Quote Originally Posted by Trillea View Post
    Maybe your forum name should be lord_of_halfling_rage then...

  3. #3
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by lord_of_rage View Post
    That could be a fun build. I think Id go go slightly different in the way you set the lvls but thats a personal pref. Id prob take the 2 pally lvls off the bat because wands are cheaper and loh is good then slide the monk lvls in maybe at 4/8 but thats me. Let me know how it turns out.
    Wow, excellent point. I like being self reliant and wands and LoH definitely are life savers.

    Godspeed.

  4. #4
    Community Member Vengenance's Avatar
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    Why pally instead of ranger? Going 6 levels of ranger gets you Tempest, TWF, and ITWF, use of heal wands, Bow Strength, and a couple of spells including Rams Might. What will 6 level of Pally get you except 1-2 weak LOH, a couple of smites, maybe divine sacrifice (have to check).
    Charater Names: Mostly Jeryle for the dudes and Merreth for the ladies
    Main: Wizards and Healers
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  5. #5
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Vengenance View Post
    Why pally instead of ranger? Going 6 levels of ranger gets you Tempest, TWF, and ITWF, use of heal wands, Bow Strength, and a couple of spells including Rams Might. What will 6 level of Pally get you except 1-2 weak LOH, a couple of smites, maybe divine sacrifice (have to check).
    Vengeance I'm already leveling a 2rge/6Rng/12Ftr as a matter of fact This build would be just for flavor. Though, putting those few precious points on CHA will probably hurt me. The only thing I'd get from pally are fear immunity, divine grace and +1 to +3 on saves (depending on CHA), +1 AC, and possibly 1d6 extra against evil outsiders.

    Again ... just fiddling with the possibility. I usually don't roll a toon unless I'm really willing to spend the resources on it.

    Godspeed.

  6. #6
    Community Member Dylvish's Avatar
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    Looking at things on the builder, I kind of like the paladin splash idea myself for my next char, namely for surviveability, and he may offer a little more to group as well when he is grouped. While you do give up some DPS admittedly, I found on my fighter/ranger (lower level admittedly, only 8) that I get smacked with a lot of spells like holds, etc. Looking at 6 paladin I'm seeing the following...

    .....Immune to Fear / Disease (+3 fear saves to party members)
    .....+CHA bonus to all saves (adds up nicely later with +6 items on)
    .....+2 (3?) AC to paladin AND party members.
    .....+3 concentration bonus to pally / party members (yeah, not much of a big thing for the char himself, but helps group)
    .....+1 (2?) to all saves for pally and party members (i love this one)
    .....Divine Sacrifice I - +5d6 damage and increases crit multiplier by 1. Nice bit of fun there =)
    .....Exalted Smite I - again, just a nice little burst bonus.
    .....Smite evil - same
    .....Lay Hands - Weak healing as you said, but its instant and dont have to swap to a wand to use them. =) Very .....handy oh **** buttons.
    .....Remove Disease - more helpful to others in group, but handy nonetheless.
    .....KoTC I = yet more fear resist for group, + hit and +1d6 damage vs Outsiders, +2 all saves vs them (kind of like an improved favored enemy vs outsiders)
    .....Divine Might (+2 damage clicky) - not a lot but its sacred.
    .....Divine Light I - if you want to spend the point, 6d6 aoe light damage vs undead.
    .....Unyielding Sovereignty - Clicky Heal ALL damage / remove all effects from ally. This does not work on self, but is incredibly helpful as an oh **** button for the party.
    .....For spells they get the basic cleric bevy, with Divine Favor coming to mind for extra hit/damage.


    Ranger gives

    .....TWF / ITWF - not much to say here. Saves 2 feat slots, gotta love that.
    .....Tempest I - +10% melee haste, +2 AC to self when dual wielding. Similar or 1 pt lower than pally aura, but self only.
    .....Granted Ranged skills - just putting it in here, can come in handy at times i guess =P
    .....Favored enemy X2 - again, more damage vs 2 chosen types (and enhancements to add +2 more damage/hit/defense vs. them).
    .....Dexterity Enhancement - This can be nice if Dex starved or taking armor feats for a high dex build.
    .....Ram's Might spell - +2 str buff. Handy



    From what I'm seeing its the same basic argument we alway encounter, more dps, or more surviveability / adaptability. The ftr/rngr is a dps beast but very focused on just that, while the ftr/pally is more surviveable and offers bonuses (defensive) to the party if grouped. I love the idea of both and think both will be very strong myself. Now I just need to decide if im going to make my monk/pally/ftr a dorf(insane saves), human(yay more feats and adapt), or drow(more of a finesse build and resists) =)


    Come to think of it, I may go rogue/pally/ftr human. Use rogue to boost the dex +2, and Human for a con or 2 (or wisdom), while enjoying the start off bevy of rogue skills and the slight add of sneak attack bonus damage. Im told that monks wisdom bonus to AC does not work in armor in game, So other than the evasion I am assuming it was namely for the wisdom class stat you were going monk?
    Last edited by Dylvish; 10-30-2009 at 12:51 PM.

  7. #7
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Dylvish View Post
    Looking at things on the builder, I kind of like the paladin splash idea myself for my next char, namely for surviveability, and he may offer a little more to group as well when he is grouped. While you do give up some DPS admittedly, I found on my fighter/ranger (lower level admittedly, only 8) that I get smacked with a lot of spells like holds, etc. Looking at 6 paladin I'm seeing the following...

    .....Immune to Fear / Disease (+3 fear saves to party members)
    .....+CHA bonus to all saves (adds up nicely later with +6 items on)
    .....+2 (3?) AC to paladin AND party members.
    .....+3 concentration bonus to pally / party members (yeah, not much of a big thing for the char himself, but helps group)
    .....+1 (2?) to all saves for pally and party members (i love this one)
    .....Divine Sacrifice I - +5d6 damage and increases crit multiplier by 1. Nice bit of fun there =)
    .....Exalted Smite I - again, just a nice little burst bonus.
    .....Smite evil - same
    .....Lay Hands - Weak healing as you said, but its instant and dont have to swap to a wand to use them. =) Very .....handy oh **** buttons.
    .....Remove Disease - more helpful to others in group, but handy nonetheless.
    .....KoTC I = yet more fear resist for group, + hit and +1d6 damage vs Outsiders, +2 all saves vs them (kind of like an improved favored enemy vs outsiders)
    .....Divine Might (+2 damage clicky) - not a lot but its sacred.
    .....Divine Light I - if you want to spend the point, 6d6 aoe light damage vs undead.
    .....Unyielding Sovereignty - Clicky Heal ALL damage / remove all effects from ally. This does not work on self, but is incredibly helpful as an oh **** button for the party.
    .....For spells they get the basic cleric bevy, with Divine Favor coming to mind for extra hit/damage.


    Ranger gives

    .....TWF / ITWF - not much to say here. Saves 2 feat slots, gotta love that.
    .....Tempest I - +10% melee haste, +2 AC to self when dual wielding. Similar or 1 pt lower than pally aura, but self only.
    .....Granted Ranged skills - just putting it in here, can come in handy at times i guess =P
    .....Favored enemy X2 - again, more damage vs 2 chosen types (and enhancements to add +2 more damage/hit/defense vs. them).
    .....Dexterity Enhancement - This can be nice if Dex starved or taking armor feats for a high dex build.
    .....Ram's Might spell - +2 str buff. Handy



    From what I'm seeing its the same basic argument we alway encounter, more dps, or more surviveability / adaptability. The ftr/rngr is a dps beast but very focused on just that, while the ftr/pally is more surviveable and offers bonuses (defensive) to the party if grouped. I love the idea of both and think both will be very strong myself. Now I just need to decide if im going to make my monk/pally/ftr a dorf(insane saves), human(yay more feats and adapt), or drow(more of a finesse build and resists) =)
    My exact rationale for giving up 6Rng on this build. Pally are just so incredibly survivable. My philosophy is that if you're dead your DPS is exactly zero.

    Godspeed.

  8. #8
    Community Member Dylvish's Avatar
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    Fiddled around with the builder, came up with the following.


    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Templar II 
    Level 20 Lawful Good Human Male
    (12 Fighter \ 6 Paladin \ 2 Rogue) 
    Hit Points: 324
    Spell Points: 45 
    BAB: 19\19\24\29\29
    Fortitude: 22
    Reflex: 20
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 21                   24
    Dexterity            15                 17                   18
    Constitution         12                 14                   14
    Intelligence         11                 14                   14
    Wisdom                9                 10                   10
    Charisma             14                 15                   18
    
    Tomes Used
    +1 Tome of Intelligence used at level 4
    +1 Tome of Charisma used at level 6
    +1 Tome of Dexterity used at level 7
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +1 Tome of Wisdom used at level 20
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               6                 20            
    Bluff                 2                  4            
    Concentration         3                  4            
    Diplomacy             2                  4            
    Disable Device        n/a               n/a           
    Haggle                6                  8            
    Heal                  1                  7            
    Hide                  2                  4            
    Intimidate            6                 26.5          
    Jump                  7                 13            
    Listen               -1                  0            
    Move Silently         2                  4            
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                0                  2            
    Search                0                  2            
    Spot                  3                  4            
    Swim                  3                  7            
    Tumble                6                  8            
    Use Magic Device      6                 26            
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    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
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Paladin)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Extra Smite Evil I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Dodge
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Paladin)
    Ability Raise: INT
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Human Adaptability Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Luck of Heroes
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Strength I
    
    
    Level 7 (Fighter)
    Enhancement: Racial Toughness II
    
    
    Level 8 (Rogue)
    Ability Raise: DEX
    Feat: (Automatic) Evasion
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Dexterity I
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Khopesh Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 14 (Paladin)
    Feat: (Automatic) Turn Undead
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Energy of the Templar I
    
    
    Level 15 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Fighter Khopesh Specialization I
    Enhancement: Human Greater Adaptability Charisma I
    Enhancement: Paladin Focus of Good II
    Enhancement: Paladin Divine Sacrifice I
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Feat: (Automatic) Remove Disease
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Knight of the Chalice I
    
    
    Level 17 (Fighter)
    Enhancement: Paladin Charisma II
    
    
    Level 18 (Fighter)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Unyielding Sovereignty
    Enhancement: Kensei Khopesh Mastery II
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Toughness III


    I went rogue for the level splash for the touch of dex, skill points, and a some extra damage here and there to help out since the build gave up some dps for surviveability compared to ftr/rng.
    I kept tomes down to a couple of +1's at earlier levels to be affordable for those of us that arent very rich ( and if if you want a 28 pt build, I put the extra 4 into con and str) and keep it simple for people to tweak or modify with their lesser / greater fortunes.

    I am liking how it looks, but Id like some feedback on what you think (is this kind of what you had in mind?) and others.

    Look forward to hearing from ya,
    ~Dylvish
    Last edited by Dylvish; 10-31-2009 at 09:52 PM.

  9. #9
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Dylvish View Post
    I am liking how it looks, but Id like some feedback on what you think (is this kind of what you had in mind?) and others.

    Look forward to hearing from ya,
    ~Dylvish
    Nice work. Very similar to what I had in mind. The only difference being that I would start with 12 CON (since Monk, Pallys and Fighters have nice hit dice), INT 11 (so that with a +2 int tome I can get Combat Expertise (for tanking mode), and try to start with a 10 WIS else it makes no sense Splashing Monk. With so-so gear this build would rock. Greensteeled and rare items it would prolly be an amazing build able to solo yet a welcome addition to any party. Let me play with the builder sometime this weekend

    Godspeed.

  10. #10
    Community Member TheJusticar's Avatar
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    Here's my build:

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Deoden 
    Level 20 Lawful Good Human Female
    (12 Fighter \ 6 Paladin \ 2 Monk) 
    Hit Points: 300
    Spell Points: 40 
    BAB: 19\19\24\29\29
    Fortitude: 22
    Reflex: 17
    Will: 14
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 20)        
    Strength             16                 23            
    Dexterity            15                 18            
    Constitution         12                 14            
    Intelligence         11                 13            
    Wisdom               11                 12            
    Charisma             12                 14            
    
    Tomes Used
    +1 Tome of Intelligence used at level 4
    +1 Tome of Dexterity used at level 5
    +1 Tome of Wisdom used at level 5
    +2 Tome of Strength used at level 7
    +3 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               6                 12            
    Bluff                 1                  2            
    Concentration         1                  2            
    Diplomacy             1                  2            
    Disable Device        n/a               n/a           
    Haggle                1                  3            
    Heal                  0                  3            
    Hide                  2                  4            
    Intimidate            3                 25            
    Jump                  5                 24            
    Listen                0                  1            
    Move Silently         2                  4            
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                0                  1            
    Search                0                  1            
    Spot                  4                  5            
    Swim                  3                  6            
    Tumble                4                  6            
    Use Magic Device      3                 13.5          
    
    Level 1 (Monk)
    Feat: (Selected) Dodge
    Feat: (Monk Bonus) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    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) Unarmed Strike
    
    
    Level 2 (Paladin)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Paladin)
    Feat: (Selected) Luck of Heroes
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Feat: (Monk Bonus) Combat Expertise
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 10 (Fighter)
    
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    Feat: (Automatic) Turn Undead
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Mobility
    Feat: (Automatic) Remove Disease
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Spring Attack
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Skill Focus: Intimidate
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Shield Mastery
    Didn't bother with PrEs but Kensai II, KoC I.
    With Racial and Class toughness, and items this build can get in the 450+ HP territory.
    Dual Wielding unless in intimitank mode with tower shield plus + 4 Insight Weap, + alchemical rituals to both shield and armor Dex 24 or so, +3 dodge DT / chattering ring/ chaosguard and combat expertise can easily reach mid 60s self buffed. Nothing to write home about in raids, but pretty decent in normal situations.

    Godspeed.

  11. #11
    Community Member Dylvish's Avatar
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    I like it, although I do not have near the access to those fantastic tomes (recently returned to game, and there was a gaff of some sort, lost the chars i had. got class / race unlocks for an imsorry).

    Im curious, why monk over rogue? I am lead to believe monk's wis AC bonus does not apply in armor, and both of them get evasion at 2, so it seems that the 2 levels of rogue offer more if only for the base skills bonus and the extra die+3 damage.

    Also, I noticed you took intimidation over UMD. I am not sure, but would this char be able to tank end game very well? If not, a more mediocre intim and more UMD for when solo / desperate measures are needed with scrolls and wands would be better, no?

    As for the stats, looking at it, I think I agree with you,and will try out starting with those myself, although I wont be able to land the higher tomes till my late teens I'm thinking, so I'll be working with some +1's for quite a while.

    And finally, I'm not sure what 'PRE's' stands for, could you fill in that blank? =)

    This is looking more and more like it will be my char i use for grinding / leveling and favor farming for its shear versatility.

    ~Dylvish

  12. #12
    Community Member Monkey_Archer's Avatar
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    May want to take a look at my build 12 Kensai / 6 DOS / 2 monk
    Its a hate tank concept... never did roll it up as an elf though... leveling it as a dragonmarked halfling for even more self healing
    Thelanis

  13. #13
    Community Member Dylvish's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    May want to take a look at my build 12 Kensai / 6 DOS / 2 monk
    Its a hate tank concept... never did roll it up as an elf though... leveling it as a dragonmarked halfling for even more self healing
    Good stuff. Again I notice the 2 monk over 2 rogue. I am obviously missing something. =)
    Can anyone fill me in on the advantages of taking the 2 monk splash over the 2 rogue splash? See my comments 2 posts above.

    I am pretty eager to get started on mine, and need to figure out weather Ill be starting monk or rogue before I roll em up.

  14. #14
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Dylvish View Post
    Good stuff. Again I notice the 2 monk over 2 rogue. I am obviously missing something. =)
    Can anyone fill me in on the advantages of taking the 2 monk splash over the 2 rogue splash? See my comments 2 posts above.

    I am pretty eager to get started on mine, and need to figure out weather Ill be starting monk or rogue before I roll em up.
    In short, Monks get two extra feats. However, with such low WIS, I'm finding it hard to justify. I'm already leveling a 2rg/12rng/6Pal (UMD/Traps/Locks/Intimi) this would be a variation on the free tri-classing allowed by DDO theme Already have a 2rog/18 Pally and love playing her. As for PrEs: check this out. As for intimi ... my evasion pally can get raid buffed to 70 AC. That's more that enough to tank/intimi VoD on norm and most end-game quests up to elite. You do get hit, of course, but only about 25-30% of the time. Less if you have a friendly caster keeping the displacement up.

  15. #15
    Community Member Dylvish's Avatar
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    Quote Originally Posted by TheJusticar View Post
    In short, Monks get two extra feats. However, with such low WIS, I'm finding it hard to justify. I'm already leveling a 2rg/12rng/6Pal (UMD/Traps/Locks/Intimi) this would be a variation on the free tri-classing allowed by DDO theme Already have a 2rog/18 Pally and love playing her. As for PrEs: check this out. As for intimi ... my evasion pally can get raid buffed to 70 AC. That's more that enough to tank/intimi VoD on norm and most end-game quests up to elite. You do get hit, of course, but only about 25-30% of the time. Less if you have a friendly caster keeping the displacement up.
    Ah prestige class, gotchya. I have to admit im surprised you passed them up, as they offer some nice stuff. Yours seems a little more tank oriented, even for the tri build, than mine does I guess. I Picked up Kensai and KotC, which offers help in dps and to a limited extent tanking (couple more AC and saves from KoTC). I think i had 1 or two feats to play with in the rogue build, never mind the monk, so I think I'm ok there (although if i can get the tome and juggle I do want to get CE into mine, may even swap it out for PA, as I probably wont use PA as much later on).

    Intimidation.. sounds like I may have to pick some more of that up then. =P
    Lol looks like not one but 2 great builds are forming up on this thread, love to see it. Just bookmarked it =)


    I am curious, if you passed up on both PRE's what did you fill your enhances with in place?
    Last edited by Dylvish; 10-31-2009 at 01:09 AM.

  16. #16
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Dylvish View Post
    I have to admit im surprised you passed them up, as they offer some nice stuff.

    I am curious, if you passed up on both PRE's what did you fill your enhances with in place?
    No, no lol. You misunderstood me My build is based on KoC I and Kensai II. What I meant to say is that I didn't bother to put those in the build planner

    Godspeed.

  17. #17
    Community Member Dylvish's Avatar
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    Ok, took all the conversation ideas, and ideas I picked up that I liked from your monk splash build, and put them into my rogue splash. The only thing's I did not get in there was mobility / leap attack, and imp shield bash (which I actually may swap out for power attack later on, since I recall using CE more and more as I leveled up, not even using it much when dpsing.... i LIKE keeping my shield bonus while bashing with it).

    I deleted and re posted the updated build further up in the thread so it wouldnt get swamped with repeats of the same.
    It seems I lost 2 feats, picked up a little more dps, and somehow got a few more hps and slightly higher reflex / will saves. Being able to avoid cranking wisdom let me put a bit more into CHA, which will increase my and my parties AC a few points (as well i think as adding a point or two more to my save rolls). Not positive but I may be 1 or 2 points behind you on strength though.

    Take a look when you get the chance and let me know if you see any other tweaks needed.

    Be nice if someone gets a stickied thread with some of these finished / tweaked builds for FTRs on top of the forum. I spent a disturbing amount of time trying to dig up different builds, etc across the multitude of pages.

    ~Dylvish

  18. #18
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    Quote Originally Posted by Dylvish View Post
    I am liking how it looks, but Id like some feedback on what you think (is this kind of what you had in mind?) and others.
    I took a quick look and have two recommendations. First, don't spend a feat on Luck of Heroes. With your pally levels and CHA score, it's a waste of a feat, your saves will be plenty high. Second, unless you have no access to +2 tomes, don't put your level up points into INT and DEX, throw them all into STR. I see you started at 15 DEX and 11 INT; just use +2 tomes to hit 17 (ITWF, GTWF) and 13 (CE).

  19. #19
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Dylvish View Post

    ~Dylvish
    Well I decided to waste my afternoon away and tried both (thank Turbine for vet status). I decided to go rogue as well. Monk would've been nice, but those points in WIS were killing the build. So my build right now looks 2rogue/2Pal (max UMD/Intimi/Search/Disable)

    Went with elf instead of human (as I originally planed). Starting Stats:
    STR 16
    DEX 15 (with +2 tome will get gTWF)
    CON 12
    INT 11 (with +2 tome I'll get CE)
    WIS 10
    CHA 14 (good aura, saves and divine might)

    I plan to go to 2rog/6Pal (with HoD at first, then KoC)
    Then all the rest of the way fighter.

    Godspeed.

  20. #20
    Community Member Dylvish's Avatar
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    Posting an elf build below. Mainly just for something I can reference as i level up (decided to give that a try for the extra saves, since I was able to shave out one more feat).



    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    elf templar 
    Level 20 Lawful Good Elf Male
    (12 Fighter \ 6 Paladin \ 2 Rogue) 
    Hit Points: 314
    Spell Points: 45 
    BAB: 19\19\24\29\29
    Fortitude: 21
    Reflex: 21
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   26
    Dexterity            16                 19                   22
    Constitution         12                 14                   14
    Intelligence         12                 14                   14
    Wisdom                8                 10                   10
    Charisma             14                 16                   18
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Intelligence used at level 3
    +3 Tome of Strength used at level 20
    +3 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    12
    Bluff                 2                     6
    Concentration         1                     8
    Diplomacy             2                     4
    Disable Device        5                     7
    Haggle                6                     9
    Heal                 -1                     3
    Hide                  3                     6
    Intimidate            6                    28
    Jump                  7                    13
    Listen                0                     3
    Move Silently         3                     6
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                5                     9
    Spot                  3                     7
    Swim                  3                     9
    Tumble                6                     9
    Use Magic Device      6                    22
    
    Level 1 (Rogue)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    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
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 2 (Rogue)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Dexterity I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Toughness
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Extra Smite Evil I
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Paladin Charisma I
    
    
    Level 5 (Paladin)
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    
    
    Level 6 (Paladin)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Automatic) Turn Undead
    Enhancement: Elven Dexterity I
    Enhancement: Paladin Extra Smite Evil II
    
    
    Level 7 (Paladin)
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Energy of the Templar I
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Feat: (Automatic) Remove Disease
    Enhancement: Unyielding Sovereignty
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Knight of the Chalice I
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Toughness I
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strength I
    
    
    Level 11 (Fighter)
    Enhancement: Fighter Armor Mastery I
    Enhancement: Paladin Charisma II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 13 (Fighter)
    Enhancement: Elven Dexterity II
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Fighter Kensei I
    
    
    Level 15 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Fighter Strength II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Dodge
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 17 (Fighter)
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Khopesh Specialization I
    
    
    Level 18 (Fighter)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Kensei Khopesh Mastery I
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Kensei Khopesh Mastery II
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Intimidate I

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