Results 1 to 5 of 5

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member Flyhalfer's Avatar
    Join Date
    Jun 2009
    Posts
    32

    Default Swashbukler 2 Rog 2 Ran 16 Ftr

    The intent here is to have a non--armored swashbuckler type.
    I didn't go with a monk splash cause Ranger seemed to me more fitting with the build.

    TWF Rapiers/Kensai II. Only 2 +3 tomes used on a 32 point build.

    Don't do this when you're tired. OK scratch the rapiers and insert short swords. Whatever. I'll fix it later.

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (16 Fighter \ 2 Rogue \ 2 Ranger) 
    Hit Points: 330
    Spell Points: 0 
    BAB: 19\19\24\29\29
    Fortitude: 16
    Reflex: 19
    Will: 6
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   20
    Dexterity            17                 25                   27
    Constitution         13                 16                   16
    Intelligence         10                 12                   12
    Wisdom               10                 12                   12
    Charisma             12                 14                   14
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +3 Tome of Dexterity used at level 1
    +3 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               9                    15
    Bluff                 6                     8
    Concentration         3                     3
    Diplomacy             2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     2
    Heal                  1                     1
    Hide                  5                     8
    Intimidate            6                    20
    Jump                  7                    22
    Listen                1                     1
    Move Silently         5                     8
    Open Lock             9                    15
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                  5                     8
    Swim                  7                    16
    Tumble                9                    20
    Use Magic Device      6                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Dodge
    Feat: (Human Bonus) Mobility
    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: Human Versatility I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+0.5)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    Enhancement: Ranger Energy Resistence Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Human Improved Recovery I
    
    
    Level 3 (Ranger)
    Skill: Jump (+1)
    Skill: Open Lock (+0.5)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Finesse
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Rogue)
    Ability Raise: DEX
    Skill: Balance (+3)
    Skill: Jump (+1)
    Skill: Open Lock (+2)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Evasion
    Enhancement: Human Versatility II
    Enhancement: Rogue Sneak Attack Accuracy I
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Spring Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Attack Boost I
    Enhancement: Rogue Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Human Adaptability Dexterity I
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Tumble (+0.5)
    Enhancement: Human Versatility III
    Enhancement: Racial Toughness II
    
    
    Level 8 (Fighter)
    Ability Raise: DEX
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 9 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Two Weapon Blocking
    Enhancement: Fighter Armor Class Boost II
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Two Weapon Defense
    Enhancement: Kensei Rapier Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Strength II
    
    
    Level 12 (Fighter)
    Ability Raise: DEX
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Toughness II
    
    
    Level 13 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Rapier Specialization I
    
    
    Level 14 (Fighter)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Human Greater Adaptability Strength I
    
    
    Level 15 (Fighter)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Weapon Focus: Piercing Weapons
    Enhancement: Fighter Armor Class Boost IV
    
    
    Level 16 (Fighter)
    Ability Raise: DEX
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
    Enhancement: Kensei Rapier Mastery II
    Enhancement: Fighter Kensei II
    
    
    Level 17 (Fighter)
    Skill: Intimidate (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Fighter Strength III
    
    
    Level 18 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Feat: (Selected) Power Attack
    Enhancement: Fighter Haste Boost III
    
    
    Level 19 (Fighter)
    Skill: Use Magic Device (+2)
    Enhancement: Fighter Haste Boost IV
    
    
    Level 20 (Fighter)
    Ability Raise: DEX
    Skill: Use Magic Device (+2)
    Feat: (Fighter Bonus) Superior Weapon Focus: Piercing Weapons
    Enhancement: Fighter Rapier Specialization II
    Enhancement: Fighter Flanking Mastery I
    Enhancement: Fighter Item Defense I
    Last edited by Flyhalfer; 01-12-2010 at 02:20 AM.

  2. #2
    Community Member
    Join Date
    Jun 2009
    Posts
    335

    Default

    Neh, all wrong. Stats wrong, nothing special when it comes to armor, low damage, no combat tactics trick, ...

    I think you want pure level 20 Rogue, not Fighter.

  3. #3
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Random thoughts:

    - If you're going to bother getting Dodge / Mobility / Spring Attack, I'd suggest going for ranger 6 / fighter 12 so you could take Tempest I / Kensai II. You give up two fighter feats and 8 HPs, but you gain 3 feats from ranger (inc. I***), 1st lvl spells (Ram's Might is a nice low-lvl STR buff which stacks with other STR buffs), and can take a second point of DEX.

    - Your skill choices seem odd to me. Who bothers with Swim, Tumble, and Jump, yet ignores stealth on a high-DEX build? Do you really need Intimidate? Also, if you're going to put points into Open Lock, you might as well try to max it out, IMHO.

    - Oversized TWF is most useful at low levels, IMHO, when that extra +2 really makes a difference. So either take it much sooner or drop it entirely. Likewise Power Attack: for a relatively low STR melee build, you'll want the extra damage sooner rather than later.

    - For a high-DEX build focused on rapiers, might not drow be better than human, for both the higher DEX and racial enhancements to rapiers (and short swords)?

  4. #4
    Community Member
    Join Date
    Oct 2009
    Posts
    699

    Default

    I'm a fan of a good swasher, and thought I'd throw my 2 cents in.

    If you are adding tomes anyway, I'd say drop WIS and INT to 8 and increase STR to 16. Two-weapon fighters do over 100 attacks a minute, so even +1 to damage adds up. Or if you want to try for great AC, then you will want to drop Wis to 8 and pop Int to 12, since you will need 13 INT for Combat Expertise.

    Two levels of rogue gives you plenty to play with. But the two levels of ranger aren't doing much for you, except locking out Kensei III.

    Assuming you want all three classes: Like unbongwash said above, the 12 fighter/6ranger/2 rogue is a winning build with great class synergies (Kensei power surge and bonuses, tempest speed, and roguish sneak and evasion).

    A less militaristic and more brash swashbuckler is possible with 13rog/6ranger/1fighter with the Acrobat rogue PrE. (Acrobat + Tempest is very mobile!). Obviously this is totally different from the build you wanted; I only mention it because rogue builds are great for balancing against the damage loss a dex-based build suffers. (A 13 rogue will add 16-51 sneak attack damage per swing, plus Crippling Strike, when not pulling aggro.)

    In both cases, I would
    -- Drop Two-Weapon blocking (only adds 2DR, which is insignificant once mobs start doing >20 per hit. Why block when you can tumble away?)
    -- Take Power Attack.
    -- You might also like the Combat Expertise and Improved Trip to give you more tactical options to compensate for lower damage (p.s. fighter Kensei's get mad bonuses to tactical feats like Trip, Sunder, and Stunning Blow!).
    -- Too many skill points dedicated to "Swim." You could put those points to cap UMD, add more balance, or even pop a little in haggle to get some cash

    Most importantly, good luck and have fun. xD

  5. #5
    Community Member krud's Avatar
    Join Date
    Jun 2006
    Posts
    873

    Default

    I agree that 12ftr/6rgr/2rog is a better mix for this kind of character. You retain exactly the same flavor, but with more benefits (ranger tempest PrE mainly). You're taking the prereqs for it, so you might as well get it. Stat damage would probably be your best mode of damage at high end, but it's been nerfed somewhat. It's still viable, just not as good as it used to be.

    high dex, rapiers, and weapon finesse will favor a more roguish build than a fighter heavy human mix. You can make up for a low strength with more sneak attack damage in a 12rog/6rgr/2ftr (or 13/6/1) for instance. I know it's kinda cookie-cutter, and not like the PnP swashbuckler, but going with strength, while using scimitars, khopeshes and kukris, woud be a more effective combination with a 12ftr/6rgr/2rog human mutt, and it would still seem to fit the swashbuckler stereotype.

    As far as feat selection, both TWD and TWB aren't going to do this build much good, so if you are short some feats, drop those first.
    Last edited by krud; 01-12-2010 at 01:25 PM.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload