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  1. #41
    Community Member Bacab's Avatar
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    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!

  2. #42
    Relic of the Last War
    Scholar of Adventure
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    Kistilan's Avatar
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    Quote Originally Posted by efreet5 View Post
    I gots me one of these! It's a theme build made as a joke that I posted on my guild forums in response to a friend that kept dying... It is important to note that this build was designed for a lvl 16 cap, before ToD was out. In the end the "build" requires over 70 large scales to complete.

    Without further ado, here is the LAST MAN STANDING Build.

    The point of this build is to be the last man standing. That is it's sole purpose. It brings nothing else to the table. DPS? Nope. Intimidate? We just want to live not contribute! Versatility? To stay alive, yes.

    Here is the build: (All end stats with +3 tomes)

    14 Pal/2 Monk---> 18 Pal/2 Monk (Mod 9)

    Str-8-----------11
    Dex-16--------25
    Con-16--------28
    Int-14---------17
    Wis-8----------18
    Cha-14--------25

    Feats:
    1 Toughness
    3 Resilience
    6 Dodge
    9 Shield Mastery
    12 Improved Shield Mastery
    15 Maximize
    18 Quicken
    m1 Combat Expertise
    m2 Mobility

    *snip*

    Enjoy. And remember, survival isn't a build, it's a philosophy!
    Nice build! *L* I wanted to point out an option: Resilience, that would ensure ultimate saves on the character. A FoP swop wouldn't hurt off Maximize too to benefit off the charisma even further.

  3. #43
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    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

  4. #44
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    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
    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.

    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.

  5. #45
    Community Member LAWPRE's Avatar
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    Feb 2006
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    Default Part 1 - play it purely and badly...

    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

  6. #46

    Default

    Quote Originally Posted by Anthios888 View Post
    Hey, who needs all this detail?

    It's called a drow cleric!
    HEY!!! I'm a Drow cleric!
    +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!

  7. #47
    Community Member melkor1702's Avatar
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    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

  8. #48

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    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!

  9. #49
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    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.

  10. #50
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    Quote Originally Posted by Bronko View Post
    Way to go Bacab. We bring you into the guild and you start this mess?

    I'm just kidding of course. You know darn well I won this contest long before it started with my undisputed King of Gimps. I give you the mighty...



    Halfing Thrower!!!

    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....

  11. #51
    Community Member weyoun's Avatar
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    Quote Originally Posted by melkor1702 View Post
    I haven't got the character planner here at work but how about something like this (haven't done feats and enhancements yet)

    I'll call it " The WOS" (the waste of space)

    Drow
    Chaotic Neutral
    6 Bard/9 Cleric/5 Ranger

    Starting Stats something like

    12 STR
    14 DEX
    10 CON
    16 INT
    12 WIS
    14 CHR

    5 Ranger for TWF but not enough for iTWF, Tempest 1, Manyshot or Evasion
    9 Cleric isn't enough for Heal or Blade Barrier
    6 Bard no haste or GH



    High Stat demands (5 of the 6 stats required)
    High(ish) Int for skills
    Con needed for survivability important for all classes
    Need Str (and/or Dex) for Ranger to be effective
    Need Wis cleric and ranger spells
    Need Cha for Bard spells
    This build is actually quite popular amongst the noobs on thelanis.
    Lysol, Winner of the Award for Outstanding Achievement in the Field of Excellence

  12. #52
    Community Member melkor1702's Avatar
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    Quote Originally Posted by weyoun View Post
    This build is actually quite popular amongst the noobs on thelanis.
    Unfortunately I do believe you, I see a lot of similar builds running around Argo, still doesn't make it good.

  13. #53
    Community Member Fenrisulven6's Avatar
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    Any Barb sans Cleric lifeline.

  14. #54
    Community Member Bacab's Avatar
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    Quote Originally Posted by Seliana View Post
    -=* THE PROBLEM *=-

    Chaotic Neutral - Human

    Favored Soul 16 / 4 Fighter

    Stats

    08 STR (08base)
    08 DEX (08base)
    30 CON (18base, +2tome, +6item, +3greensteel, +1race)
    08 INT (08base)
    08 WIS (08base)
    38 CHR (18base, +2tome, +6item, +3greensteel, +1human, +5level, +3enhancements)

    Feats

    Human: Toughness
    Fighter: Toughness
    Fighter: Toughness
    Fighter: Toughness
    Fighter: Toughness
    1 Skill Focus Intimidate
    3 Skill Focus Diplomacy
    6 Quicken Spell
    9 Toughness
    12 Toughness
    15 Toughness
    18 Toughness

    HP

    128 base Favored Soul
    40 base Fighter
    200 Con
    180 Toughness
    30 Greater False Life
    20 Minos
    20 Heroic Vitality
    10 Draconic Vitality
    45 Greensteel
    30 Racial Toughness Enhancements
    40 Toughness Enhancements

    Total: 743

    Skills:

    65 Intimidate (23ranks, +3skillfocus, +15item, +6greensteel, +4GreaterHeroism, +14cha)
    65 Diplomacy (23ranks, +3skillfocus, +15item, +6greensteel, +4GreaterHeroism, +14cha)

    Notes:

    The Highlight of this build it's 743 HP and large Intimidate skill. This builds purpose is to Zerg until the quest reaches Dungeon Alert Red, Mash the Intimidate button, then to crawl the large concentration of monsters straight towards the party before they are ready to handle it or have buffed up. It uses that immense hp to soak up the damage once the creatures are beating on him and forcing the creatures to attack him. This will have the dual effect of negating any of the AC or HP your group has worked so hard for to be of any use, as well as making sure that your party is forced to run the quest the way you want it to go. Which is the point of playing DDO, to be the center of attention of course!

    With 16 levels of Favored Soul it should have plenty of healing to keep itself alive to annoy the party during the entire quest. As this is a stat and skill intensive build I didnt spread any points into Strength or Dexterity. Engaging in Melee would detract from this build as it could potentially be seen as productive. I also skipped wisdom as well as I didnt want spell DC afflicting my build in the same manner. By not being able to kill anything via melee or magic it gives me the freedom to focus on the purpose of the build, which is of course Zerg-IntimiTanking!

    Why 16 Favored Soul and Quicken you ask? Death Pact! You see if by some random happenstance you actually manage to die somehow, you can just self-res to annoy your party once more. No riding in the anyones backpack for you! Even if the party tries to get you killed just to get rid of you, you can just auto-res away and force your group to deal with you over and over and over. Yippie! You also want to take Soundburst as I feel it is an excellent AoE for pulling any non aggroed creatures from far away into your groups problems, But doesnt have any significant or damaging effect on the creatures which are pulled.

    But wait, How can I annoy my party even further? Seliana, What can I do to make my party hate me even more? Well the Diplomacy skill of course! See by using Intimidate to pull the creatures off of your melee tanks, you can then drag the monsters over to the party casters instead and press Diplomacy, this enables you to shed all that aggro onto the cloth and robed players as Diplomacy makes monsters often attack whoever is standing the closest to you when you press it. And if any pesky Fighter or Barbarian pulls aggro back off of the Wizard, you can quickly go and rectify that situation. This forces those monster brutes to stab the wizards, sorcerers, and rogues first, right where that aggro belongs!

    With a little practise, this can be the start of a beautiful wipe...

    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.

  15. #55
    Community Member jcTharin's Avatar
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    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
    Last edited by jcTharin; 03-25-2010 at 02:00 AM.
    Quote Originally Posted by DoctorWhofan View Post
    DDDDDddddddDDDOOOOOOOooooOOOODOOOOOOMMMMMMmmmmmMMM MM!!!111!!!!!1!

  16. #56
    Community Member Bacab's Avatar
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    Quote Originally Posted by jcTharin View Post
    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
    sadly I ran a PnP campaign where I figureed out everyones stats/race/class this way...it was a lotta fun actually lol

  17. #57
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    Quote Originally Posted by Seliana View Post
    -=* THE PROBLEM *=-

    Chaotic Neutral - Human

    Favored Soul 16 / 4 Fighter

    Stats

    08 STR (08base)
    08 DEX (08base)
    30 CON (18base, +2tome, +6item, +3greensteel, +1race)
    08 INT (08base)
    08 WIS (08base)
    38 CHR (18base, +2tome, +6item, +3greensteel, +1human, +5level, +3enhancements)

    Feats

    Human: Toughness
    Fighter: Toughness
    Fighter: Toughness
    Fighter: Toughness
    Fighter: Toughness
    1 Skill Focus Intimidate
    3 Skill Focus Diplomacy
    6 Quicken Spell
    9 Toughness
    12 Toughness
    15 Toughness
    18 Toughness

    HP

    128 base Favored Soul
    40 base Fighter
    200 Con
    180 Toughness
    30 Greater False Life
    20 Minos
    20 Heroic Vitality
    10 Draconic Vitality
    45 Greensteel
    30 Racial Toughness Enhancements
    40 Toughness Enhancements

    Total: 743

    Skills:

    65 Intimidate (23ranks, +3skillfocus, +15item, +6greensteel, +4GreaterHeroism, +14cha)
    65 Diplomacy (23ranks, +3skillfocus, +15item, +6greensteel, +4GreaterHeroism, +14cha)

    Notes:

    The Highlight of this build it's 743 HP and large Intimidate skill. This builds purpose is to Zerg until the quest reaches Dungeon Alert Red, Mash the Intimidate button, then to crawl the large concentration of monsters straight towards the party before they are ready to handle it or have buffed up. It uses that immense hp to soak up the damage once the creatures are beating on him and forcing the creatures to attack him. This will have the dual effect of negating any of the AC or HP your group has worked so hard for to be of any use, as well as making sure that your party is forced to run the quest the way you want it to go. Which is the point of playing DDO, to be the center of attention of course!

    With 16 levels of Favored Soul it should have plenty of healing to keep itself alive to annoy the party during the entire quest. As this is a stat and skill intensive build I didnt spread any points into Strength or Dexterity. Engaging in Melee would detract from this build as it could potentially be seen as productive. I also skipped wisdom as well as I didnt want spell DC afflicting my build in the same manner. By not being able to kill anything via melee or magic it gives me the freedom to focus on the purpose of the build, which is of course Zerg-IntimiTanking!

    Why 16 Favored Soul and Quicken you ask? Death Pact! You see if by some random happenstance you actually manage to die somehow, you can just self-res to annoy your party once more. No riding in the anyones backpack for you! Even if the party tries to get you killed just to get rid of you, you can just auto-res away and force your group to deal with you over and over and over. Yippie! You also want to take Soundburst as I feel it is an excellent AoE for pulling any non aggroed creatures from far away into your groups problems, But doesnt have any significant or damaging effect on the creatures which are pulled.

    But wait, How can I annoy my party even further? Seliana, What can I do to make my party hate me even more? Well the Diplomacy skill of course! See by using Intimidate to pull the creatures off of your melee tanks, you can then drag the monsters over to the party casters instead and press Diplomacy, this enables you to shed all that aggro onto the cloth and robed players as Diplomacy makes monsters often attack whoever is standing the closest to you when you press it. And if any pesky Fighter or Barbarian pulls aggro back off of the Wizard, you can quickly go and rectify that situation. This forces those monster brutes to stab the wizards, sorcerers, and rogues first, right where that aggro belongs!

    With a little practise, this can be the start of a beautiful wipe...
    OMG HAHAHAHA IM LOVING THIS, but it doesn't stop there! don't forget recitation 67int/dip that way you can add a giant ? over the groups head as to why you dropped a recitation and floored it straight into the dungeon!

  18. #58
    Community Member undercover69's Avatar
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    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.

  19. #59
    Founder Angar's Avatar
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    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

  20. #60
    Community Member
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    Default The worsed

    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.

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