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  1. #1
    Community Member
    Join Date
    Mar 2010
    Posts
    141

    Default Dwarven Melee Raid Saver

    So... I've been posting around the forums here and there always thinking about my True Reincarnation. It's the goal of my character as a weak 28 point build, and I've come up with some interesting ideas, and some terrible ideas.

    This idea... is novelty. The ranger/cleric. The idea: Enough ranger to get greater two weapon fighting with tempest I and enough cleric to be able to raise dead, also acts as a buffer.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (11 Ranger \ 9 Cleric) 
    Hit Points: 312
    Spell Points: 674 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 12
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 22                   22
    Dexterity            11                 13                   14
    Constitution         16                 16                   18
    Intelligence         12                 14                   14
    Wisdom               13                 15                   17
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                 13                   17
    Bluff                -2                 -2                   -2
    Concentration         7                 27                   27
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                  1                  9                    9
    Hide                  2                  5                    5
    Intimidate           -2                 -2                    0
    Jump                  8                 16                   16
    Listen                1                  3                    3
    Move Silently         2                 12                   12
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                1                  2                    2
    Search                1                  2                    4
    Spot                  5                 23                   23
    Swim                  4                  6                    6
    Tumble                2                 13                   13
    Use Magic Device      0                  9                    9
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Feat: (Past Life) Past Life: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Past Life: Student of the Sword
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Dodge
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Ranger)
    Feat: (Selected) Mobility
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Aberration
    
    
    Level 15 (Ranger)
    Feat: (Selected) Spring Attack
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 19 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Sprint Boost II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Ranger Tempest I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Ranger Dexterity I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    His spell list (had to enable ability point increase in order for it to list them all, strange bug but love the generator)



    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Dwarf Male
    (11 Ranger \ 9 Cleric) 
    Hit Points: 312
    Spell Points: 674 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 12
    Will: 12
    
    Level 1 (Ranger)
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Cleric)
    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
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    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
    
    
    Level 6 (Cleric)
    
    
    Level 7 (Cleric)
    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
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    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): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    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
    
    
    Level 12 (Ranger)
    Ability Raise: STR
    
    
    Level 13 (Ranger)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Ranger)
    
    
    Level 16 (Ranger)
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    
    
    Level 19 (Ranger)
    
    
    Level 20 (Ranger)
    Ability Raise: STR
    And his ranger spell list (also didn't show, another strange bug. Guess this build is that strange?)

    Guessing I'd take Ram's Might, Tumble and Jump for my first level spells. Bark's skin, Protection from Energy, and Snare for my second level spells. Wild Instincts as my third level spell

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    
    Level 1 (Ranger)
    
    
    Level 2 (Ranger)
    
    
    Level 3 (Ranger)
    
    
    Level 4 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 5 (Ranger)
    
    
    Level 6 (Ranger)
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Ranger)
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Cure Light Wounds
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Protection From Energy
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    
    
    Level 9 (Ranger)
    
    
    Level 10 (Ranger)
    
    
    Level 11 (Ranger)
    Spell (3): Cure Moderate Wounds
    Spell (3): Neutralize Poison
    Spell (3): Remove Disease
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts

    The first time I tried this build I completely left out the tempest... and I'm thinking I might have preferred it that way. It allows you to bottom out the dex and saves you 3 feats for more spell casting, or melee, or both.

    With his skills I tried to get a good use magic device, but with such a low charisma it'd seem like allot of work to UMD very much. If I didn't do UMD it'd free up 18 skill points for a little more hide and more move silently, and that's what I'd probably do.

    On his enhancements I took allot of divine vitality to hand more SP to the real cleric in the group. Didn't sacrifice much to hit at all in my opinion, and with divine power and TR fighter boost I'll have a 20+4 BAB I believe.

    For the most part this character's job would be to simply buff, use divine power when needed, hit things hopefully with a debuffing weapon and/or trip, mass cure light wounds during battle (which makes me wish I could fit quicken in there), give divine vitality to the real spellcasters, raise the dead, cure status and save the real spellcasters SP.

    Overall I have to say he'd be a friendly melee to have around. This build would be hard to pull off without 34 points imo, and hard to pull off without the tomes. In fact this build would be hard to pull off period. No offense to any paladins are bards out there, but in some ways I think this is what you'd like to be able to do.

    Anyway, feel free to have a hard time on me about this one. I know an 11/9 split is strange. I can take it. Being constructive would be nice.

    Questions:
    Summon Monster and Summon Nature's Ally can work at the same time?
    Last edited by donotdirect1; 04-19-2010 at 04:45 AM.

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