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  1. #1
    Community Member buddabopp's Avatar
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    Default the skellietank 6 Barbarian / 2 Rogue / 12 Wizard

    Code:
    Character Plan by DDO Character Planner Version 3.32
    DDO Character Planner Home Page
    
    skellietank 
    Level 20 True Neutral Dwarf Male
    (6 Barbarian \ 2 Rogue \ 12 Wizard) 
    Hit Points: 344
    Spell Points: 784 
    BAB: 13\13\18\23
    Fortitude: 14
    Reflex: 12
    Will: 9
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 20                   20
    Dexterity            16                 17                   17
    Constitution         16                 17                   21
    Intelligence         14                 16                   18
    Wisdom                8                  8                    8
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Intelligence used at level 8
    +1 Tome of Dexterity used at level 11
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 10                   14
    Bluff                 2                  2                    2
    Concentration         3                  5                    5
    Diplomacy             2                  2                    2
    Disable Device        6                 27                   28
    Haggle                2                  2                    2
    Heal                 -1                 -1                   -1
    Hide                  3                  3                    3
    Intimidate           -2                 -2                   -2
    Jump                  7                 10                   10
    Listen               -1                 -1                   -1
    Move Silently         3                  3                    3
    Open Lock             7                 10                   10
    Perform              n/a               n/a                   n/a
    Repair                2                  4                    4
    Search                6                 27                   29
    Spot                 -1                 -1                   -1
    Swim                  3                  5                    5
    Tumble                7                  7                    7
    Use Magic Device      2                 15                   15
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Barbarian)
    
    
    Level 3 (Barbarian)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    
    
    Level 5 (Barbarian)
    
    
    Level 6 (Barbarian)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 7 (Barbarian)
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    
    
    Level 9 (Wizard)
    Feat: (Selected) Cleave
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Feather Fall
    Spell (1): Detect Secret Doors
    Spell (1): Nightshield
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    Enhancement: Barbarian Constitution I
    Enhancement: Barbarian Constitution II
    Enhancement: Barbarian Toughness I
    Enhancement: Barbarian Toughness II
    
    
    Level 10 (Wizard)
    Spell (1): Tumble
    Spell (1): Grease
    
    
    Level 11 (Wizard)
    Spell (2): Blur
    Spell (2): Resist Energy
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage II
    Enhancement: Dwarven Constitution II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Improved Two Weapon Fighting
    Spell (2): False Life
    Spell (2): Command Undead
    
    
    Level 13 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Displacement
    Spell (3): Haste
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 14 (Wizard)
    Spell (3): Heroism
    Spell (3): Rage
    Enhancement: Wizard Intelligence I
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (4): Fire Shield
    Spell (4): Stoneskin
    Enhancement: Wizard Pale Master I
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Spell (4): Remove Curse
    Spell (4): Wall of Fire
    
    
    Level 17 (Wizard)
    Spell (5): Teleport
    Spell (5): Waves of Fatigue
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Wizard Bonus) Mental Toughness
    Spell (5): Protection From Elements
    Spell (5): Summon Monster V
    
    
    Level 19 (Wizard)
    Spell (6): Greater Heroism
    Spell (6): True Seeing
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    
    
    Level 20 (Wizard)
    Ability Raise: CON
    Spell (6): Tenser's Transformation
    Spell (6): Create Undead
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Barbarian Improved Trap Sense I
    Enhancement: Barbarian Improved Trap Sense II
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Skeletal Knight
    Enhancement: Shroud of the Wraith

    This build is something random i came up with to pass time until the next update. Yes i know it is insane but hey i love doing insane things. The only pieces of gear that are required for this would be the shroud of the abbot, obtainable through the abbot raid and the pale master set from Amrath. with these three items, while in the undead form the character will gain 6-27 hitpoints every time they are hit. Also the use of create undead to summon creatures that are low damage that will cause the shroud of the abbots effect to go off will further increase the potential healing.

    The +2 intelligence tome is used to increase the meager amount of UMD that this build can obtain, as it stands with some gear a 20 to use race restricted items could be achieved with raid gear or a shroud item, although this aspect is completely optional. The +1 dex tome on the other hand is needed to take improved two weapon fighting and greater two weapon fighting and should be ingested before lvl 11

    I have been leveling this build, it is a fun and unique experience. Please leave comments, critiques, and constructive criticism.
    Last edited by buddabopp; 04-19-2010 at 12:10 PM.

  2. #2
    Community Member Wyrmnax's Avatar
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    Just... what are you trying to do with the build?
    Editing everything i post, since day 1. Things make much more sense inside my head.

  3. #3
    Community Member Crazyfruit's Avatar
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    Interesting build for sure.

    Any reason you went barbarian instead of fighter?

  4. #4
    Community Member Gnorbert's Avatar
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    What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  5. #5
    Community Member Irinis's Avatar
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    Quote Originally Posted by Gnorbert View Post
    What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.
    Possibly that the healing is based on being hit rather than repair spells so it opens up self-healing of a sort to a non-wf.
    Please split the class forums into REAL subcategories this is a jumbled mess.

  6. #6
    Community Member lazyninja81's Avatar
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    Thumbs up Insane is fun

    I'm running a similar build (currently 1 Rog/6 Wiz/4 Rng). I went WF though, and unless you have a really good reason to go dwarf I'd suggest WF for all the self-healing and immunities. Was initially planning on ending as a 12 Rng/7 Wiz/1 Rog but have been thinking of switching to 12 Wiz/6 Rng/2 Rog. Admittedly I made in mistake in my leveling by not going for Wiz 7 asap (missing FW something awful).

    Why Barbarian? Fighter would give you some badly needed combat feats. Alternatively, going ranger gets you TWF without having to have a high Dex. You could then take those extra stat points and boost your Str, Con or Int. Your AC is going to be blur, displacement and/or stoneskin anyway so there's not much point in having high dex except for TWF feat line.

    This type of a build is a lot of fun to play. In response to Wyrmnax question, you can fill in as a back up buff caster, primary trapsmith for most stuff and support dps. True the build won't be able to tank (no intimidate) and spell/melee dps will be below that of a purer class. But the versatility of this build is it's strong point, and it's a highly capable solo build (though can be pricey to equip and maintain).

    Good luck!

  7. #7
    Community Member TheDjinnFor's Avatar
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    Three basic rules for multi-classing:

    -Don't take less than 18 levels of a spellcasting class without a really good reason
    -Don't splash barbarians on a caster unless you don't want to be casting spells
    -Don't splash casting classes just to cast buffs

    That's all I have to say.

  8. #8
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by TheDjinnFor View Post
    Three basic rules for multi-classing:

    -Don't take less than 18 levels of a spellcasting class without a really good reason
    -Don't splash barbarians on a caster unless you don't want to be casting spells
    -Don't splash casting classes just to cast buffs

    That's all I have to say.
    Certainly your opinion. Characters can be viable and fun while still breaking all of those "rules"
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  9. #9
    Community Member Crazyfruit's Avatar
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    Quote Originally Posted by Gnorbert View Post
    What's the reasoning for Dwarf over Warforged? Just curious. I like that it's crazy... crazy is fun to play.
    Warforged can't wear the shroud of the abbot (it's a robe)

  10. #10
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by Crazyfruit View Post
    Warforged can't wear the shroud of the abbot (it's a robe)
    Ah... of course. Silly toasters. Still don't understand why robes can't be made in warforged sizes... it's not like a suit of armor or anything. It's just a bed sheet with a little sewing... let that sucker out.


    So does this actually work? or will having deathward on negate the healing from the boon? have to look up the descriptions of the forms again.
    Last edited by Gnorbert; 04-19-2010 at 02:58 PM.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  11. #11
    Community Member Sillk's Avatar
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    Is the Boon that worth it? I would think an 18 Wiz / 2 Monk (or Rogue) could pull off the same feat... and use Concordant Opposition as well. Maybe even 3 Monk for Fists of Light.
    Last edited by Sillk; 04-19-2010 at 03:02 PM.

  12. #12
    Community Member Gnorbert's Avatar
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    Quote Originally Posted by Sillk View Post
    Is the Boon that worth it? I would think an 18 Wiz / 2 Monk (or Rogue) could pull off the same feat... and use Concordant Opposition as well. Maybe even 3 Monk for Fists of Light.
    Different style I suppose. Conc Opp is a chance to proc. The boon is every time you are hit. Certainly sounds like a fun experiment.
    "Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
    - Douglas Adams -

  13. #13
    Community Member buddabopp's Avatar
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    Default A reply

    This build as stated above is meant to utilize the undead aspect of the pale master PrE while also being a viable melee fighter using all the available arcane buffs. It also has evasion and trap skills that should be sufficient for most quest. I like to solo, and having 6-27 effective dr that stacks with inherent bonuses (stone skin) and shield DR (when needed) is a very inciting thought. It also will be able to put out a decent amount of melee damage using dual dwarven war axes. It should also be noted i am working on a monk version of this as well.

    And in response to why i did not take fighter instead of barbarian, i wanted higher stats especially constitution and in reguards to the fact barbs cant cast while raged, most of the spells i will take will be buffs and so unless i get my rage insanely long lasting i should be good on keeping my buffs up even if they do fall down i can dismiss rage and recast buffs
    Last edited by buddabopp; 04-19-2010 at 03:49 PM.

  14. #14

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    The robe idea is really cute. I wonder how that will work in practice, if the neg energy bonus is applied (I'd imagine it is not). Inflict minor isn't all that beefy. Also that would be a loooong way to wait for healing on a character.

    Barbarian + Caster is one of those things even I don't much do. I suppose one level for speed boosts is understandable but to really dig deep in it, a brave choice to be sure. And those poor necro focus feats are kind of wasted on a low DC, low spell pen character.

    Cleave doesn't seem like an especially good pick on a TWF character... It kind of slows down your swing rate if you use it. I do like the feat but mostly for sword and board or the occasional THF fighter with feats to burn.
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  15. #15
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    Quote Originally Posted by TheDjinnFor View Post
    Three basic rules for multi-classing:

    -Don't take less than 18 levels of a spellcasting class without a really good reason
    -Don't splash barbarians on a caster unless you don't want to be casting spells
    -Don't splash casting classes just to cast buffs

    That's all I have to say.
    Here's my full BaB/UMD firewall fighter. It's entirely possible to splash caster levels less than 18, and have a really fun build. Are they the most uber min/max builds ever made? Nope, but they sure are fun to play. Being able to beat the snot out of stuff with full BaB/Kopesh/imp crit and chucking a firewall around once in a while is good clean fun.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (12 Fighter \ 1 Rogue \ 7 Wizard) 
    Hit Points: 366
    Spell Points: 448 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 11
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    26
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence         13                    16
    Wisdom                6                     8
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                       Ending           
                     Base Skills        
    Skills           (Level 20)         
    Balance              18             
    Bluff                 3             
    Concentration        10             
    Diplomacy            -1             
    Disable Device       n/a            
    Haggle                3             
    Heal                 -1             
    Hide                  3             
    Intimidate           -1             
    Jump                 17             
    Listen               -1             
    Move Silently         3             
    Open Lock             7             
    Perform             n/a             
    Repair                3             
    Search                7             
    Spot                  3             
    Swim                  8             
    Tumble                7             
    Use Magic Device     22             
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Wizard)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Two Weapon Defense
    
    
    Level 13 (Fighter)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 15 (Fighter)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    Feat: (Selected) Two Weapon Blocking
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Shield Mastery

  16. #16
    Community Member
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    Quote Originally Posted by buddabopp View Post
    while in the undead form the character will gain 6-27 hitpoints every time they are hit.
    Where's that 6-27 come from? Near as I can figure it'll be more like 1-4.

    (Don't expect the Pale Master set to provide incoming negative amp!)

  17. #17
    Community Member Bacab's Avatar
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    play what you like...

    but good luck with it.

    certainly not an "optimal" build, but you seem to understand what this build means "you will solo a lot". I am thinking you can have a lotta fun with this...

    but be prepared to be turned down for Abbot raids. Not trying to rain on your parade...just being a realist

  18. #18
    Community Member buddabopp's Avatar
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    Default finding the 6-27

    The boon of undeath hits the caster for 1d8+1 on every melee hit. Add in the pale master set from amrath that adds +200% to all negative damage received and you get the 6-27.

  19. #19
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    I made up something similiar,

    How about paladin 6, for even more flavor.
    Allows spellcasting, can get you some descent self only buffs, better saves and go hunter of the dead and palemaster for awsome RP potential. Also you lets you self heal.

  20. #20
    Community Member LunaCee's Avatar
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    Just to save you from yourself here... but a few things you *really* need to know.

    Death Ward will kill you while you are in form. Blocks all negative damage even if it heals you.

    You will get a save against all negative energy attacks even while in form, and as Will is the high save for a spell caster you will almost always make that save.

    Pale Master (Wiz)

    * Eerie Belt - Belt: Superior Efficacy VIII (CL;1, 2/2), Archmagi [Genesis Point]
    * Sanura's Band - Ring: Intelligence +6, Exceptional Intelligence +1, Incredible Potential
    o Set Bonus: 30% bonus to all Negative Energy damage, if have Pale Master 3 Enhancement 60% bonus to all Negative Energy damage.

    Also... that set bonus isn't 200% incoming damage anymore. Hasn't been for a while. The little text in the loot thread just hasn't been updated.

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