We are getting close to the end I have seen one of these builds in action...
http://www.youtube.com/watch?v=zqBbG9ie9oM
now remember...no copy/pasting builds...it is not NICE to copy people...may hurt their feelings!
We are getting close to the end I have seen one of these builds in action...
http://www.youtube.com/watch?v=zqBbG9ie9oM
now remember...no copy/pasting builds...it is not NICE to copy people...may hurt their feelings!
Code:Character Plan by DDO Character Planner Version 3.34 DDO Character Planner Home Page Placeholder Level 20 Lawful Good Warforged Female (7 Monk \ 5 Cleric \ 8 Sorcerer) Hit Points: 308 Spell Points: 648 BAB: 12\12\17\22 Fortitude: 19 Reflex: 12 Will: 13 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (36 Point) (Level 1) (Level 20) (Level 20) Strength 8 8 8 Dexterity 16 16 16 Constitution 20 25 27 Intelligence 16 16 16 Wisdom 6 6 6 Charisma 6 6 6 Ending Feat/Enhancement Base Skills Modified Skills Skills (Level 20) (Level 20) Balance 3 -2 Bluff 8.5 8.5 Concentration 8 8 Diplomacy 0.5 0.5 Disable Device n/a n/a Haggle 4.5 4.5 Heal 20.5 22.5 Hide 7.5 2.5 Intimidate 2.5 2.5 Jump -1 -6 Listen 0.5 0.5 Move Silently 8.5 3.5 Open Lock n/a n/a Perform n/a n/a Repair 3.5 4.5 Search 5.5 5.5 Spot 1 1 Swim 7 -3 Tumble 3.5 -1.5 Use Magic Device n/a n/a Level 1 (Monk) Feat: (Selected) Adamantine Body Feat: (Monk Bonus) Deflect Arrows Feat: (Past Life) Past Life: Paladin Feat: (Past Life) Past Life: Paladin Feat: (Past Life) Past Life: Paladin Level 2 (Cleric) Level 3 (Cleric) Feat: (Selected) Combat Casting Level 4 (Sorcerer) Ability Raise: CON Level 5 (Sorcerer) Level 6 (Sorcerer) Feat: (Selected) Resist Poison Level 7 (Monk) Feat: (Monk Bonus) Precision Level 8 (Monk) Ability Raise: CON Feat: (Monk Path) Path of Harmonious Balance: Fists of Light Level 9 (Cleric) Feat: (Selected) Snake Blood Level 10 (Sorcerer) Level 11 (Sorcerer) Level 12 (Sorcerer) Ability Raise: CON Feat: (Selected) Empower Healing Spell Level 13 (Sorcerer) Level 14 (Sorcerer) Level 15 (Cleric) Feat: (Selected) Eschew Materials Level 16 (Cleric) Ability Raise: CON Level 17 (Monk) Level 18 (Monk) Feat: (Selected) Improved Fortification Level 19 (Monk) Feat: (Monk Bonus) Resilience Level 20 (Monk) Ability Raise: CON Enhancement: Follower of the Silver Flame Enhancement: Cleric Improved Empower Healing I Enhancement: Ten Thousand Stars Enhancement: The Receptive Earth Enhancement: Monk Improved Recovery I Enhancement: Monk Improved Recovery II Enhancement: Adept of Wind Enhancement: Adept of Rock Enhancement: Cleric Heal I Enhancement: Cleric Heal II Enhancement: Cleric Life Magic I Enhancement: Cleric Improved Spell Penetration I Enhancement: Sorcerer Subtle Spellcasting I Enhancement: Sorcerer Subtle Spellcasting II Enhancement: Cleric Divine Vitality I Enhancement: Cleric Divine Vitality II Enhancement: Cleric Extra Turning I Enhancement: Cleric Extra Turning II Enhancement: Cleric Improved Turning I Enhancement: Sorcerer Wand Heightening I Enhancement: Warforged Brute Fighting I Enhancement: Warforged Brute Fighting II Enhancement: Warforged Brute Fighting III Enhancement: Warforged Brute Fighting IV Enhancement: Warforged Constitution I Enhancement: Warforged Constitution II Enhancement: Warforged Healer's Friend I Enhancement: Warforged Healer's Friend II Enhancement: Warforged Healer's Friend III Enhancement: Warforged Mechanics I Enhancement: Warforged Tactics I Enhancement: Warforged Tactics II Enhancement: Warforged Tactics III Enhancement: Warforged Great Weapon Aptitude II Enhancement: Warforged Great Weapon Aptitude III
Here's a versatile build for new players. Now, "wait a second," you might say, "how is a new player supposed to start out with a multi-TR 36 point char?" Well, that's easy, just look around for character leveling services which will give you an uber-twinked out character to start with.Code:Character Plan by DDO Character Planner Version 3.32 DDO Character Planner Home Page Calimero Level 20 Chaotic Good Elf Male (8 Barbarian \ 6 Cleric \ 6 Wizard) Hit Points: 148 Spell Points: 580 BAB: 15\15\20\25\25 Fortitude: 11 Reflex: 14 Will: 12 Starting Feat/Enhancement Abilities Base Stats Modified Stats (36 Point) (Level 1) (Level 20) Strength 9 9 Dexterity 20 27 Constitution 7 7 Intelligence 9 9 Wisdom 9 9 Charisma 18 19 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 5 8 Bluff 4 13 Concentration -2 -2 Diplomacy 4 4 Disable Device n/a n/a Haggle 4 4 Heal -1 3 Hide 5 8 Intimidate 4 6 Jump -1 -1 Listen -1 7 Move Silently 5 8 Open Lock n/a n/a Perform n/a n/a Repair 3 17 Search -1 5 Spot -1 3 Swim -1 0 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Wizard) Feat: (Wizard Bonus) Eschew Materials Feat: (Past Life) Past Life: Favored Soul Feat: (Past Life) Past Life: Favored Soul Feat: (Past Life) Past Life: Favored Soul Feat: (Selected) Self Sufficient Level 2 (Barbarian) Level 3 (Cleric) Feat: (Selected) Tower Shield Proficiency Level 4 (Wizard) Level 5 (Cleric) Level 6 (Wizard) Feat: (Selected) Bullheaded Level 7 (Barbarian) Level 8 (Barbarian) Level 9 (Barbarian) Feat: (Selected) Heighten Spell Level 10 (Barbarian) Level 11 (Cleric) Level 12 (Cleric) Feat: (Selected) Combat Casting Level 13 (Wizard) Level 14 (Barbarian) Level 15 (Barbarian) Feat: (Selected) Mobile Spellcasting Level 16 (Wizard) Feat: (Wizard Bonus) Enlarge Spell Level 17 (Cleric) Level 18 (Cleric) Feat: (Selected) Two Weapon Fighting Level 19 (Wizard) Level 20 (Barbarian) Enhancement: Barbarian Extend Rage I Enhancement: Barbarian Extend Rage II Enhancement: Barbarian Extend Rage III Enhancement: Barbarian Extra Rage I Enhancement: Barbarian Extra Rage II Enhancement: Elven Arcanum I Enhancement: Elven Arcanum II Enhancement: Elven Arcanum III Enhancement: Elven Arcanum IV Enhancement: Elven Dexterity I Enhancement: Elven Dexterity II Enhancement: Elven Keen Hearing I Enhancement: Elven Keen Hearing II Enhancement: Elven Keen Hearing III Enhancement: Elven Keen Hearing IV Enhancement: Elven Perception I Enhancement: Elven Perception II Enhancement: Elven Perception III Enhancement: Elven Perception IV Enhancement: Elven Keen Eyes I Enhancement: Elven Keen Eyes II Enhancement: Iron Companion Enhancement: Wizard Improved Enlarge I Enhancement: Wizard Improved Enlarge II Enhancement: Wizard Improved Heightening I Enhancement: Cleric Heal I Enhancement: Cleric Heal II Enhancement: Barbarian Listen I Enhancement: Barbarian Listen II Enhancement: Wizard Repair I Enhancement: Wizard Repair II Enhancement: Barbarian Swim I Enhancement: Cleric Energy of the Zealot I Enhancement: Cleric Energy of the Zealot II Enhancement: Wizard Subtle Spellcasting I Enhancement: Cleric Charisma I Enhancement: Cleric Extra Turning I Enhancement: Cleric Extra Turning II Enhancement: Cleric Improved Turning I
OK, so here's the idea: Everyone knows rage is the best thing since sliced-bread, so definitely barbarian. Of course, dying sucks, so that's why you wear full plate armor and a tower shield and max dex so that nothing can hit you! Rage boosts str and con, so there's no need to add more, just make sure to stay raged all the time.
Adding cleric levels lets you wear full plate for free! Plus, you can turn undead! Definitely max cha for turn undead.
Then there's also some levels of wizard for useful spells. And between class and race enhancements and past lives you get a ton of mana for buffs! Buffs like bull's strength for more damage, or cat's grace for more AC will be your bread and butter. Also, you get access to one of the most useful spells ever, grease!
Heighten is there so you can drop heightened grease everywhere so the mobs will all fall down! If you didn't know, heighten makes any spell be cast at the maximum level, so with that feat you'll be casting grease like a lvl 20 pure wizard, awesome! And if your party accidentally wanders away from you you can use the enlarge metamagic so you can make sure to help them out with some greases.
So once you have greased the entire dungeon just turn on rage and start going after things. Now, if everything is lying on the ground and not bothering you can optionally switch to two weapons since everyone knows wielding two weapons = 2x DPS! So that's what the two weapon fighting feat is for.
Oh, and the best thing about this build is getting the self sufficient feat. Next time you see an LFM that says "be self sufficient" you'll know that you're just what they're looking for.
There are actually two build here - one for pure melee and one for pure spellcasters and rogues. The key here is utter cluelessness or their ability to misunderstand plugging weaknesses.
For the melee, you max out Int and Cha and leave everything else at 8 or less. The key here is Cha in order to draw aggro and the Int in order to maxx out skills. Now, I will admit that points into heal and repair WILL help at rest shrines but they won't be any help otherwise. Also, they key here is staying pure and making more bad choices. Alertness, and other skill feats are taken at first level and many subsequent levels because you do not qualify for anything else. Even adding levels of Ranger or Paladin do not help as you do not have enough stats to do TWF effectively and turn undead has limited usefulness. It is 12 level before you qualify for Power Attack and 16 level before you can even get a bonus to hit and damage. Also, you totally do not take the Ftr or racial add to strength until way late in the game (as a lot of build do the enhancements at level 20!!!).
For the spellcasters, you put ALL points into Con and Str and leave everything else at 8 or less. After all, you keep reading complaints about being squishy and can't hit anything. Once again, you take enhancements at 20th and even then, you do not take ANYTHING that helps with spell damage, stat raise or such. You take things like the Companion chain and the Dragonmarks. Also, for feats, you do not take any metamagic feats but take things like power attack, Iron Will, etc. because you do not want to be squishy or such. As before, you can't actually cast spells but you can FIGHT!!!
Just got home and have not slept in a day or two. Will correct these builds - IF necessary and submit a multi-class build sometime tomorrow. Wanted to get these in before the deadline.
Last edited by LAWPRE; 03-07-2010 at 11:00 PM. Reason: clarity
+The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!
I know this is kind of against the rules as it's not my build, so I will link it.
I give you the ultimate build... The Doorstop Paladin
http://forums.ddo.com/showthread.php?t=190317
Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page IRWanna everything Level 20 Lawful Good Warforged Male (3 Rogue \ 9 Cleric \ 8 Sorcerer) Hit Points: 142 Spell Points: 1009 BAB: 12\12\17\22 Fortitude: 10 Reflex: 11 Will: 14 Starting Ending Feat/Enhancement Base Stats Base Stats Modified Stats Abilities (Level 1) (Level 20) (Level 20) Strength 8 12 12 Dexterity 15 15 16 Constitution 10 10 10 Intelligence 8 8 8 Wisdom 10 11 12 Charisma 16 16 17 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 2 3 0 Bluff 3 7 10 Concentration 0 0 3 Diplomacy 3 3 3 Disable Device n/a 2 3 Haggle 3 3 3 Heal 2 13 16 Hide 2 8 4 Intimidate 3 3 3 Jump -1 3 -2 Listen 0 1 1 Move Silently 2 4 0 Open Lock n/a 10 11 Perform n/a n/a n/a Repair -1 0.5 1.5 Search -1 0 1 Spot 0 1 2 Swim -1 1 -9 Tumble n/a n/a n/a Use Magic Device n/a n/a n/a Level 1 (Sorcerer) Skill: Heal (+2) Feat: (Selected) Adamantine Body Feat: (Automatic) Attack Feat: (Automatic) Composite Plating Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Fortification Feat: (Automatic) Magical Training Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Warforged Resistances Spell (1): Merfolk's Blessing Spell (1): Repair Light Damage Enhancement: Warforged Construct Thinking I Enhancement: Warforged Hardiness I Enhancement: Warforged Combat Training I Enhancement: Warforged Mechanics I Level 2 (Rogue) Skill: Disable Device (+1) Skill: Hide (+5) Skill: Move Silently (+1) 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) Sneak Attack Feat: (Automatic) Trapfinding Enhancement: Rogue Damage Boost I Enhancement: Rogue Haste Boost I Enhancement: Rogue Disable Device I Enhancement: Rogue Hide I Level 3 (Cleric) Skill: Heal (+1) Feat: (Selected) Improved Damage Reduction Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Turn Undead Spell (1): Bane Spell (1): Bless Spell (1): Cause Fear Spell (1): Command Spell (1): Cure Light Wounds Spell (1): Divine Favor Spell (1): Doom Spell (1): Inflict Light Wounds Spell (1): Nightshield Spell (1): Nimbus of Light Spell (1): Obscuring Mist Spell (1): Protection From Evil Spell (1): Remove Fear Spell (1): Shield of Faith Spell (1): Summon Monster I Enhancement: Follower of the Lord of Blades Enhancement: Rogue Open Lock I Enhancement: Rogue Search I Level 4 (Cleric) Ability Raise: WIS Skill: Heal (+1) Feat: (Automatic) Defensive Fighting Enhancement: Rogue Faster Sneaking I Enhancement: Cleric Heal I Enhancement: Cleric Energy of the Zealot I Enhancement: Warforged Brute Fighting I Level 5 (Cleric) Skill: Heal (+1) Spell (2): Aid Spell (2): Bear's Endurance Spell (2): Bull's Strength Spell (2): Close Wounds Spell (2): Cure Moderate Wounds Spell (2): Deific Vengance Spell (2): Eagle's Spendor Spell (2): Find Traps Spell (2): Hold Person Spell (2): Inflict Moderate Wounds Spell (2): Lesser Restoration Spell (2): Owl's Wisdom Spell (2): Remove Paralysis Spell (2): Resist Energy Spell (2): Seek Eternal Rest Spell (2): Soundburst Spell (2): Spawn Screen Spell (2): Summon Monster II Enhancement: Cleric Prayer of Life I Enhancement: Warforged Healer's Friend I Enhancement: Warforged Inscribed Armor I Level 6 (Cleric) Skill: Heal (+1) Feat: (Selected) Heighten Spell Enhancement: Cleric Wisdom I Level 7 (Sorcerer) Skill: Open Lock (+0.5) Spell (1): Sleep Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Move Silently I Enhancement: Sorcerer Charisma I Enhancement: Warforged Brute Fighting II Level 8 (Sorcerer) Ability Raise: STR Skill: Repair (+0.5) Spell (1): Expeditious Retreat Enhancement: Rogue Skill Boost I Enhancement: Cleric Divine Cleansing I Enhancement: Cleric Divine Healing I Enhancement: Cleric Divine Light I Level 9 (Rogue) Skill: Disable Device (+2) Skill: Open Lock (+5) Feat: (Selected) Diehard Feat: (Automatic) Evasion Enhancement: Rogue Fire Trap Lore I Enhancement: Rogue Sonic Trap Lore I Enhancement: Rogue Sneak Attack Accuracy I Level 10 (Rogue) Skill: Heal (+1) Skill: Jump (+2) Skill: Open Lock (+1) Skill: Repair (+1) Skill: Search (+1) Feat: (Automatic) Trap Sense Enhancement: Sorcerer Bluff I Enhancement: Sorcerer Concentration I Enhancement: Cleric Heal II Enhancement: Rogue Improved Trap Sense I Level 11 (Sorcerer) Skill: Bluff (+1) Spell (2): Knock Enhancement: Rogue Acid Trap Lore I Enhancement: Rogue Cold Trap Lore I Enhancement: Rogue Electric Trap Lore I Level 12 (Sorcerer) Ability Raise: STR Skill: Open Lock (+0.5) Feat: (Selected) Combat Casting Spell (2): Repair Moderate Damage Enhancement: Rogue Balance I Enhancement: Sorcerer Concentration II Enhancement: Rogue Dexterity I Level 13 (Sorcerer) Skill: Bluff (+1) Spell (3): Heroism Enhancement: Sorcerer Improved Heightening I Level 14 (Sorcerer) Skill: Bluff (+1) Spell (2): False Life Spell (3): Flame Arrow Enhancement: Sorcerer Bluff II Enhancement: Rogue Spot I Enhancement: Sorcerer Lineage of Elements I Level 15 (Sorcerer) Skill: Bluff (+1) Feat: (Selected) Exotic Weapon Proficiency: Repeating Light Crossbow Spell (4): Wall of Fire Enhancement: Sorcerer Concentration III Enhancement: Sorcerer Elemental Manipulation I Level 16 (Cleric) Ability Raise: STR Skill: Heal (+1) Spell (3): Bestow Curse Spell (3): Blindness Spell (3): Contagion Spell (3): Cure Serious Wounds Spell (3): Dispel Magic Spell (3): Glyph of Warding Spell (3): Inflict Serious Wounds Spell (3): Magic Circle Against Evil Spell (3): Mass Aid Spell (3): Prayer Spell (3): Protection From Energy Spell (3): Remove Blindness Spell (3): Remove Curse Spell (3): Remove Disease Spell (3): Searing Light Spell (3): Summon Monster III Spell (3): Water Breathing Enhancement: Sorcerer Lineage of Elements II Enhancement: Sorcerer Elemental Manipulation II Level 17 (Cleric) Skill: Heal (+1) Enhancement: Bladesworn Transformation Level 18 (Cleric) Skill: Heal (+1) Feat: (Selected) Improved Critical: Ranged Weapons Spell (4): Chaos Hammer Spell (4): Cure Critical Wounds Spell (4): Deathward Spell (4): Dismissal Spell (4): Divine Power Spell (4): Freedom of Movement Spell (4): Holy Smite Spell (4): Inflict Critical Wounds Spell (4): Mass Shield of Faith Spell (4): Neutralize Poison Spell (4): Order's Wrath Spell (4): Poison Spell (4): Recitation Spell (4): Restoration Spell (4): Summon Monster IV Spell (4): Symbol of Flame Spell (4): Unholy Blight Enhancement: Sorcerer Bluff III Level 19 (Cleric) Skill: Heal (+1) Enhancement: Cleric Heal III Level 20 (Cleric) Ability Raise: STR Skill: Heal (+1) Spell (5): Break Enchantment Spell (5): Flame Strike Spell (5): Greater Command Spell (5): Mass Cure Light Wounds Spell (5): Mass Inflict Light Wounds Spell (5): Protection From Elements Spell (5): Raise Dead Spell (5): Slay Living Spell (5): Spell Resistance Spell (5): Stalwart Pact Spell (5): Summon Monster V Spell (5): Symbol of Pain Spell (5): True Seeing Enhancement: Cleric Prayer of Smiting I Enhancement: Cleric Energy of the Zealot II Enhancement: Cleric Energy of the Zealot III
+The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!
Knowing that a Monk Spy prestige class is coming it is important not to forget about a defensive stealth monk who's main job is hiding and scouting out enemies. Thus I give you the ultimate monk spy....the Adamantine Spy!
Warforged 20 Monk
Str: 8
Dex: 16
Con: 14
Int: 10
Wis: 16
Chr: 6
Feats:
1: Adamantine Body, Deflect Arrows
2: Resilience
3: Skill Focus: Hide in Shadows
6: Skill Focus: Move Silently, Toughness
9: Stealthy
12: Skill Focus: Spot
15: Improved Fortification
18: Lighting Reflexes
Skills:
Hide in Shadows: 26
Move Silently: 26
Spot: 28
Jump: 13
This brave warforged is the ultimate spy. Capable of sneaking ahead of the group, this guy can loudly call out each and every single enemy they come across, alert the party of every single trap and make sure everyone knows about invisible creatures around. During combat, our Adamantine Ninja will take the roll of lookout, making sure the party does not get jumped by surprise by staying stealthed and alert. If somehow uncovered, this Ninja has a few tricks up his sleeves in the form of solid saves, Adamantine armor, and immunity to critical attacks. With a simple use of Ninja-Dust (a solid fog clickie) and an invisibility potion he can escape any situation and avoid most traps with ease. Every party will want this scout in their lead.
Pffffttt.... I have you all beat... I've built and stuck by my gimped assed toons for 3 1/2 years.... I even reingimpnated my orginal 28 point Smatt, simply to insure his utter and complete uselessnesss. I shall never be uber like the youngins....
Hey Bronko, can I have a hero's feast please....![]()
This is what I picked as the winner...it is just utter awesomeness...
This is the type of build that scares of the Pugiest of pugs...
Now just outta curiousity...who wants to make one of these and just test it out? Like, see how long you can do this until you are blacklisted by the whole server lol. Though you could end up losing your account...so I can not really encourage this type of behavior.
i know its too late but i got one.
for the class you role a d10, or a d11 if you could find something like that. to pick your class. if you only have a d10 pick the class you are best at and exclude it from the selection.
for the race use the same method.
for ability points use a d6 to assign points at random. a one is strength, a two is dexterity, ext. one role per point. if the score is maxed role again for a different one.
for feats, write down each feat that you can get on its own piece of paper and throw all the pieces of paper into a hat. pick one feat out of the hat at random to decide which feat to get.
do the same with skill points.
use a d6, d4, or a coin to chose alignment, depending on what class you get.
when it comes time to level up, use the d10 and the other stuff again to pick the class and everything else. when you get to the three class limit use a d3 to decide.
lastly, use the hat to decide on enhancements.
when ever you ever have any option to decide about anything for this build, use dice or the hat to chose. make it completely random.
this would be fun to make something in the build planer. just to see what comes out.
have anything that is permanent be random. for everything else, like gear, you decide what to do
WHAT?!? And nobody thought of THE PARTY WIPER?
Simple build really: get max speed, saves, and highest diplo in the game. Run all around the dungeon getting red DA, bring the heat to the party and hit diplo... FTW!
Btw awesome thread, laughed my ass off!
Last edited by undercover69; 03-29-2010 at 11:20 AM.
So here is a slight deviation from the norm. A PURE sorcerer. Warforged. It's primary strength is in it's ability to use the HEAL skill to revive incapped toons. While the base 6 cha precludes most casting ability, with a +6 item and a +4 tome, along with a respec of enhancements to take 3 more points of CHA, a 19 CHA could potentially be reached, allowing most spells to be cast. Add a +3 greensteel item, and 22 CHA FTW! Of course, spellcasting is pretty much out until level 7 at the very earliest, which means you won't be able to take advantage of the uber spells like Merfolks blessing, Mage armor, water breathing, and scare, at least until you hit that pinnacle level.
This toon's real power starts to shine as feats such as light, medium, and heavy armor are added, allowing that RR:WF +5 full plate from back when the game first came out. The 18 STR is key to leveling, ultimately giving a to-hit bonus of over 15 at level 20. That high STR combined with upwards of 100 hp (at 20) lead to a character that is nearly unstoppable. After all, with a fortitude (unbuffed of course) of 9, and a will save of 17, you will never have to worry about getting held or poisoned.
WF enhancements round out this toon's ability to withstand ill effects of disease, poison, and paralyzations. An adamantine body ensures that most attacks under 5 damage will never even touch this toon. Of course, triple digit HP at level 20 will guarantee that no stray arrow will kill this toon in one shot.
As this toon approaches level 20, with casting ability acheived through the right gear and expensive tomes, spells like Power Word:Stun will make it a force to be reckoned with. Unfortunately, under the best of circumstances, a sub-20 DC on spells will likely ensure that nothing will ever land, but your hope resides in the mob's ability to consistently roll 1's. Of course, none of that is important with the heavy armor feat, an 18 str, and a high will save.
Just remember, inviting this toon means you will never have to lie around while incapacitated.
PS: This proves that you don't have to multiclass to fail.
Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page Level 20 Lawful Good Warforged Female (20 Sorcerer) Hit Points: 100 Spell Points: 1667 BAB: 10\10\15\20 Fortitude: 9 Reflex: 5 Will: 17 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 18 18 Dexterity 8 8 Constitution 10 10 Intelligence 8 8 Wisdom 16 21 Charisma 6 6 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance -1 -2 Bluff -2 0 Concentration 0 0 Diplomacy -2 -2 Disable Device n/a n/a Haggle -2 -2 Heal 3 14 Hide -1 -6 Intimidate -2 -2 Jump 4 -1 Listen 5 7 Move Silently -1 -6 Open Lock n/a n/a Perform n/a n/a Repair -1 3.5 Search -1 -1 Spot 3 5 Swim 4 -6 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Sorcerer) Feat: (Selected) Adamantine Body Level 2 (Sorcerer) Level 3 (Sorcerer) Feat: (Selected) Light Armor Proficiency Level 4 (Sorcerer) Level 5 (Sorcerer) Level 6 (Sorcerer) Feat: (Selected) Medium Armor Proficiency Level 7 (Sorcerer) Level 8 (Sorcerer) Level 9 (Sorcerer) Feat: (Selected) Heavy Armor Proficiency Level 10 (Sorcerer) Level 11 (Sorcerer) Level 12 (Sorcerer) Feat: (Selected) Trip Level 13 (Sorcerer) Level 14 (Sorcerer) Level 15 (Sorcerer) Feat: (Selected) Sunder Level 16 (Sorcerer) Level 17 (Sorcerer) Level 18 (Sorcerer) Feat: (Selected) Improved Fortification Level 19 (Sorcerer) Level 20 (Sorcerer) Enhancement: Iron Companion Enhancement: Sorcerer Bluff I Enhancement: Sorcerer Bluff II Enhancement: Sorcerer Energy Manipulation I Enhancement: Sorcerer Elemental Manipulation I Enhancement: Sorcerer Force Manipulation I Enhancement: Sorcerer Subtle Spellcasting I Enhancement: Sorcerer Subtle Spellcasting II Enhancement: Sorcerer Subtle Spellcasting III Enhancement: Sorcerer Subtle Spellcasting IV Enhancement: Sorcerer Wand Mastery I Enhancement: Warforged Brute Fighting I Enhancement: Warforged Brute Fighting II Enhancement: Warforged Brute Fighting III Enhancement: Warforged Construct Thinking I Enhancement: Warforged Construct Thinking II Enhancement: Warforged Construct Thinking III Enhancement: Warforged Hardiness I Enhancement: Warforged Hardiness II Enhancement: Warforged Hardiness III Enhancement: Warforged Inscribed Armor I Enhancement: Warforged Inscribed Armor II Enhancement: Warforged Inscribed Armor III Enhancement: Warforged Combat Training I Enhancement: Warforged Combat Training II Enhancement: Warforged Combat Training III Enhancement: Warforged Combat Training IV Enhancement: Warforged Mechanics I Enhancement: Warforged Mechanics II Enhancement: Warforged Mechanics III Enhancement: Warforged Mechanics IV Enhancement: Warforged Tactics I Enhancement: Warforged Tactics II Enhancement: Warforged Tactics III Enhancement: Warforged Great Weapon Aptitude II Enhancement: Warforged Great Weapon Aptitude III
Gentlemen I present to you:
The 10 Commandments for disoptimalisation.
I : Thou shall give up as many caster levels as possible.
II : Thou shall NOT give up caster levels if there is a huge benefit.
III : thou shall take as much as useless levels as possible.
IV : thou shall limit your dex with armor as much as possible.
V : Thou shall not wield weapons unless thou unarmed is better.
VI : Thou shall wield a shield if Arcane spell failure is gained
VII : Thou shall wear armor if Arcane spell failure is gained.
VIII : Thou shall wield a shield when using melee with the absence of the shield proficiency.
IX : thou shall not stat in a useful ability.
X : Thou shall not take usefull skills.
Xi : thou shall not name thou character “the ultimate X”
Using these guidelines that where spoken by real gods... and not just made up by me, I have created The ultimate X.
I : Thou shall give up as many caster levels as possible.
The levels without Caster levels are:
• 3 Ranger
• 3 Paladin
• 20 Barbarian
• 20 fighter
• 20 roque
• 20 monk
Using the second commandment:
II : Thou shall NOT give up caster levels if there is a huge benefit.
We can conclude that:
• 3 Ranger
gives 2 handed fighting and bow strength, so use tower shield and a non weapon prof.
• 3 Paladin
gives smite and save bonus, so dump charisma
Warning: also gives the tower shield proficiency.
• 20 Barbarian
gives rage.and DR.
Note: rage duriation depends on con.
• 20 fighter
gives feats every even level.
for de optimalisation, pick a odd level( exept 1st) , preferable before the prestige enhancements.
• 20 roque
Roque is useful, gives skill points and sneaks attack so he will have to go.
• 20 monk
Ac bonus, easy to bypass with wearing armor, or shield.
III : thou shall take as much as useless levels as possible.
So one of the best around is a
3 ranger( no spell casting),
5 fighter( no prestige / added feat),
15 Monk( wear shield / armor)
Or perhaps
3 ranger ( no spell casting),
11 fighter( no second prestige),
6 monk(wear shield / armor).
ranger gives duelwield and fighter gives the towershield, so might change one of these 2 into something more useless.
Take your pick.
IV : thou shall limit your dex with armor as much as possible.
Max dex, take halfplate = Dex 0.
V : Thou shall not wield weapons unless thou unarmed is better.
Since we have Monk levels, a non proficient weapon is needed.
Well take basterd swords, for example.
VI : Thou shall wield a shield if Arcane spell failure is gained
nope no arcane.
VII : Thou shall wear armor if Arcane spell failure is gained.
nope no arcane.
VIII : Thou shall wield a shield when using melee with the absence of the shield proficiency.
Tower shield = - 12 to attack rolls? Well take it.
however we have levels fighter, giving us the proficiency.
well have to duelwield i guess.
IX : thou shall not stat in a useful ability.
Str 9 ( huray for no modifier)
Dex 15 ( none to ac anyway)
Con 9
Int 9
Wis 18 ( need to dump them somewhere)
Cha 9
X : Thou shall not take usefull skills.
Ill take:
Swim,
Repair.
Heal.
Too lazy to any real cualculations on this side.
Xi : thou shall not name thou character “the ultimate X”
like it says.
So what do we have now,
We have a melee character.
his ac is 16 ( 0 dex, 6 half plate)
his attack rols is 7 with the bastardswords ( 16 bab, -1 str, - 4 with duelwield, -4 not proficient).
NO spellcasting.
The only pros are his saves and evasion.
Edit: Evasion is cancelled by heavy armor
Last edited by erikbozelie; 03-30-2010 at 02:59 PM.