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  1. #21
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    Default The Smiting Tempest

    Ok here is my take on the 6 ranger/14 paladin version:

    As before, lets critique it and detail this puppy!

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    The Smiting Tempest
    Level 20 Lawful Good Human Male
    (14 Paladin \ 6 Ranger) 
    Hit Points: 248
    Spell Points: 286 
    BAB: 20\20\25\30\30
    Fortitude: 22
    Reflex: 18
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 20                   20
    Dexterity            14                 15                   16
    Constitution         11                 13                   14
    Intelligence         13                 14                   14
    Wisdom               13                 14                   14
    Charisma             13                 14                   18
    
    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Dexterity used at level 4
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +1 Tome of Wisdom used at level 4
    +1 Tome of Charisma used at level 4
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4                 12                   12
    Bluff                 1                  4                    4
    Concentration         0                 24                   24
    Diplomacy             1                 11                   11
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  4                    4
    Heal                  1                 10                   10
    Hide                  6                 10                   10
    Intimidate            3                 15                   15
    Jump                  6                 15                   15
    Listen                5                 10                   10
    Move Silently         6                 10                   10
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                1                  2                    2
    Search                1                  2                    2
    Spot                  5                 10                   10
    Swim                  2                  5                    5
    Tumble                n/a                4                    4
    Use Magic Device      3                 15                   15
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Hide (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+4)
    Skill: Spot (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Dodge
    Feat: (Human Bonus) Exotic Weapon Proficiency: Khopesh
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Ranger Sprint Boost I
    
    
    Level 2 (Ranger)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Listen (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Skill: Tumble (+1)
    
    
    Level 3 (Paladin)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mobility
    Enhancement: Paladin Attack Boost I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Paladin Devotion I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Intimidate (+1)
    Enhancement: Paladin Charisma I
    
    
    Level 5 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+3)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Improved Recovery I
    
    
    Level 6 (Ranger)
    Skill: Concentration (+3)
    Skill: Heal (+1)
    Skill: Hide (+1)
    Skill: Listen (+2)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Feat: (Selected) Spring Attack
    Enhancement: Ranger Sprint Boost II
    Enhancement: Human Adaptability Constitution I
    
    
    Level 7 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Chaotic Outsider
    Enhancement: Human Improved Recovery II
    Enhancement: Ranger Favored Damage II
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Hide (+1)
    Skill: Jump (+3)
    Skill: Listen (+1)
    Skill: Move Silently (+1)
    Skill: Spot (+1)
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Tempest I
    
    
    Level 9 (Paladin)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    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 10 (Paladin)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Enhancement: Paladin Attack Boost II
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Energy of the Templar I
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Divine Sacrifice I
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Feat: (Selected) Two Weapon Defense
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Knight of the Chalice I
    
    
    Level 13 (Paladin)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Greater Adaptability Charisma I
    
    
    Level 14 (Paladin)
    Skill: Diplomacy (+1)
    Skill: Jump (+2)
    Enhancement: Paladin Courage of Good II
    
    
    Level 15 (Paladin)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Paladin Energy of the Templar II
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Enhancement: Paladin Bulwark of Good II
    
    
    Level 17 (Paladin)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Extra Lay on Hands II
    
    
    Level 18 (Paladin)
    Skill: Diplomacy (+2)
    Skill: Heal (+3)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Paladin Charisma II
    
    
    Level 19 (Paladin)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Charisma III
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+3)
    Skill: Intimidate (+1)
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Paladin Redemption I

  2. #22
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    Default oops

    OOPS! I reversed the order of two levels near the start.

    It should have been 1 ranger then 3 paladin, then back to ranger.

    I'll fix it and repost.

  3. #23
    Community Member excess's Avatar
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    Default

    Min/Max Breakdown of 14/6 Pal/Ranger Split:

    -:
    capstone: 1d6/2d6 against evil creatures
    KotCIII: +2 to hit and 2d6 loss (+2/2d6 vs +4/4d6)
    DM3/4: +4 damage loss
    DS3: 2d6 damage loss (7d6 vs 9d6)

    +:
    tempestI: 10% speed bonus (stacks with Zeal, also 10%)
    2 Favored Enemies + enhancements: +8 damage
    Ram's Might: +2/+2 Damage/Str - +3 total


    This is ignoring defensive bonuses/aura enhancements and focusing on DPS abilities. I obviously may have forgotten things, so please feel free to ad to this list of pros and cons.

    The favored enemy boni and ram's might more than overcome the loss of DM3/4 (while easing your cha requirement, allowing you to possibly bump str up a notch over the regular 16 paladin upper limit). Assuming you can reach 18 str (over 16 usually selected by paladins trying to balance str and cha), you could be looking at a net +8 damage. That would sacrifice some save bonuses however, caveat emptor.

    The other comparison is basically 10% stacking alacrity bonus to attacks vs 3d6/4d6 against evil undead or outsiders and another 2d6 per DS.

    EDIT: I had numbers here, but frankly, it was omitting too many factors to really be useful. I'd have to factor in crits and am not certain how crits apply to the extra d6s KotC and DS grant. If someone with more paladin experience can step in with that, the number of attack while zealed vs. number while zealed and tempested, we could get a clearer picture.

    Personally, I feel it would probably be a pretty close affair, but would require dumping cha in favour of str to end up ahead (probably anyways), require more buffs to maintain on a small SP pool and more AP spent by an already AP limited character. Moreover, the requirements for tempest 1 means, while you get TWF/ITWF for free, you're still on the hook for an extra feat over a pure paladin (dodge/mobility/spring attack against TWF/ITWF). Basically you've gained spring attack and +1 AC (meh), but can no longer fit a metamagic feat - and extend is NICE on a paladin (could drop toughness, but it's probably even more recommended now by your 6 levels of a D8 HP class). Diehard we can safely ignore and the ranged feats/abilities (many shot!) are nice, but probably won't used a large majority of the time.

    On the plus side: Ranger Sprint!!! and more skills are a nice addition to a paladin toon with so little skill points to play around with usually.
    Last edited by excess; 11-11-2009 at 06:06 PM.

  4. #24

    Default

    OP, whatever you build, for a melee, start con at 14, bare minimum 12
    If you want to know why...

  5. #25
    Community Member Creeper's Avatar
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    Quote Originally Posted by Aranticus View Post
    OP, whatever you build, for a melee, start con at 14, bare minimum 12
    Good advice. You can drop wisdom. With items you won't need any.

    Edit:

    Here is a basic blueprint:

    Code:
    Character Plan by DDO Character Planner Version 3.08
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (14 Paladin \ 6 Ranger) 
    Hit Points: 268
    Spell Points: 172 
    BAB: 20\20\25\30\30
    Fortitude: 23
    Reflex: 19
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            16                    18
    Constitution         14                    16
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Strength used at level 8
    +1 Tome of Dexterity used at level 8
    +1 Tome of Constitution used at level 8
    +1 Tome of Charisma used at level 8
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution 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               3                     4
    Bluff                 2                     4
    Concentration         2                     3
    Diplomacy             2                     4
    Disable Device       n/a                   n/a
    Haggle                2                     4
    Heal                 -1                    -1
    Hide                  3                     4
    Intimidate            2                     4
    Jump                  3                     7
    Listen               -1                    -1
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  3                     7
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Human Bonus) Dodge
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Mobility
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    
    
    Level 6 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Extra Smite Evil IV
    Enhancement: Paladin Knight of the Chalice I
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Paladin Redemption I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Tempest I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Energy of the Templar II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    This build has NO room for extraneous feats. Power attack, extend, and greater two-weapon fighting are essential.
    Last edited by Creeper; 11-11-2009 at 07:19 PM.

  6. #26
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    I like that build, creeper, although its kind of unusual to see someone go all six ranger before going for 3 pally (for the fear/disease immune), but then again your build gets to dual wield earlier, so I think it balances out.

    Thats....definately a tight build. I might try it.

  7. #27
    Community Member Creeper's Avatar
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    Quote Originally Posted by Elanthil01 View Post
    although its kind of unusual to see someone go all six ranger before going for 3 pally (for the fear/disease immune), but then again your build gets to dual wield earlier, so I think it balances out.
    I don't think it is unusual at all because disease removal and fear removal pots are available for use as soon as level two. Fear and Disease Immunity are of extremely low priority in my opinion. It is better to get the free ranger TWF feats as soon as possible and Tempest.

  8. #28
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Creeper View Post
    I don't think it is unusual at all because disease removal and fear removal pots are available for use as soon as level two. Fear and Disease Immunity are of extremely low priority in my opinion. It is better to get the free ranger TWF feats as soon as possible and Tempest.
    i dont really think this is a given. especially if solo playing you cant hit anything early on in this game above normal if you're dual wielding. Better off Sword and Board and taking less damage until level 6-8.
    good at business

  9. #29
    Community Member assamite's Avatar
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    Quote Originally Posted by chaossdragon View Post
    the biggist problem with this build is you can only have 1 prestige...
    tempest OR kensai not both.
    Nop .... found out you can have a baggilion so long as they are different classes I know it makes no sense.
    (\_/) Guardian of Golden Gold
    ~,.,~ Vaapad, Deathwaltz, Fushia, FiveGallonSnapback

  10. #30
    Community Member Creeper's Avatar
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    Quote Originally Posted by jakeelala View Post
    i dont really think this is a given. especially if solo playing you cant hit anything early on in this game above normal if you're dual wielding. Better off Sword and Board and taking less damage until level 6-8.
    I completely disagree but it doesn't really matter much. You can split the classes any way you want of course.

    Keep in mind if you take 3 levels of paladin before the 6 ranger you won't have tempest (or imp twf, or manyshot) until level nine. You will also not be able to use ram's might or divine favor (or any spell) until at least level seven. Also remember that he would have no benefit to using a shield as a paladin that he would not have as a ranger. Just things to consider.

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