Results 1 to 7 of 7
  1. #1
    Founder Pugsley's Avatar
    Join Date
    Feb 2006
    Posts
    971

    Default 11 Fighter / 5 Cleric / 4 Rogue

    I set out to make a solo build: The highest AC possible (a Dwarven Fighter with high Dex and Armor Mastery from Dwarf and Fighter). The enhancements with Mithral Full Plate and Mithral Tower Shield should allow for a +10 Dex bonus, which requires 30 Dex, which he could reach with just a +5 Dex item.

    He also has the ability to handle traps and locks, and heal. I might get some strange looks, but I'd still be able to contribute in a group.

    As you can see it's been meticulously planned so that at level 20 Open Lock, Disable Device, Search and Spot are all at max ranks.

    I took five levels of Cleric specifically to max out Cure Light Wounds and 11 levels of fighter specifically to max out Armor Mastery.

    I chose feats to bolster my saves, but if DCs are a problem I could go with skill feats. Or go for Whirlwind Attack.

    I was also going to take Stalwart Defender I, but I don't think it's in the character builder.

    Thoughts?

    (his name isn't really going to be "Sologuy.")

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Sologuy 
    Level 20 True Neutral Dwarf Male
    (11 Fighter \ 4 Rogue \ 5 Cleric) 
    Hit Points: 236
    Spell Points: 578 
    BAB: 17\17\22\27\27
    Fortitude: 14
    Reflex: 16
    Will: 15
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 12                   14
    Dexterity            18                 25                   25
    Constitution         10                 12                   12
    Intelligence         16                 18                   18
    Wisdom               12                 14                   14
    Charisma              6                  8                    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
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               8                 16                   20
    Bluff                 2                  3                    3
    Concentration         0                  1                    3
    Diplomacy             2                  3                    3
    Disable Device        7                 27                   29
    Haggle                2                  3                    3
    Heal                  1                  2                    2
    Hide                  4                  7                    7
    Intimidate            1                  2                    5
    Jump                  4                  6                    6
    Listen                1                  2                    2
    Move Silently         4                  7                    7
    Open Lock             8                 30                   32
    Perform              n/a               n/a                   n/a
    Repair                3                  4                    4
    Search                7                 27                   31
    Spot                  5                 25                   27
    Swim                  4                  6                    6
    Tumble                5                  8                    8
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Rogue)
    Feat: (Selected) Luck of Heroes
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Fighter)
    Feat: (Selected) Mental Toughness
    Feat: (Fighter Bonus) Weapon Finesse
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 6 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Rogue)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Iron Will
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Fighter)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Dodge
    
    
    Level 14 (Fighter)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Bullheaded
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    
    
    Level 16 (Rogue)
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Feat: (Selected) Discipline
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Rogue)
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Armor Mastery II
    Enhancement: Dwarven Armor Mastery III
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Dwarven Faith IV
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Armor Mastery III
    Enhancement: Fighter Dwarven Waraxe Specialization I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Fighter Intimidate I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Open Lock II
    Enhancement: Rogue Search I
    Enhancement: Rogue Search II
    Enhancement: Rogue Spot I
    Enhancement: Rogue Spot II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II

  2. #2
    Community Member Ystradmynach's Avatar
    Join Date
    Sep 2009
    Posts
    348

    Default

    Cure light wounds is nearly worthless when you have hundreds of hp to heal. Your best bet is to switch your race to Halfling, take the healing dragonmark feats, and replace the cleric levels with more levels of fighter (so it would be 16 fighter/4 rogue). Now you can take stalwart defender II, have the same ac when in a defensive stance (and one less when you aren't), and have 10 times better healing and better dps.

    I believe there are other issues with your build as well, such as giving up evasion by wearing heavy armor, but I don't have time to go over it in detail.
    Last edited by Ystradmynach; 07-30-2010 at 01:14 AM.

  3. #3
    Founder Nyvn's Avatar
    Join Date
    Feb 2006
    Posts
    787

    Default

    I'd recommend a 18/2 Paladin Rogue, you'll have better self healing and be able to take the full line of DoS. Hell even 18/1/1 Ranger/Rogue/whatever or a 18/2 Warforged Wizard Rogue would be better.


    Aside from a few quests you don't need full ranks in open lock. You can keep trying until you make it.

  4. #4
    Community Member
    Join Date
    Mar 2006
    Posts
    313

    Default

    Using UMD to activate wands and eventually heal scrolls is a much better option than taking a few worthless cleric levels. Potions aren't expensive either.

    People need to stop making builds like this. They just don't work well. Either you go full (by full, I mean 18+, usually) healer, or don't expect to get a group. The loss of spell points by not taking full caster levels has a major impact on the group's ability to stay alive. The loss of BAB means you won't melee as well. Also, there simply aren't enough feat choices to fully build up a character like this.

  5. #5
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Is this a joke?

    Seriously...

    10 STR...
    10 CON...

    18DEX...
    16INT...

    on a DWARVEN FIGHTER....

    I am gonna chalk this up as an attempt at trolling.

    If it is not trolling...and you are serious...

    I think I shall stop here...not enough bandwith to point out everything wrong with this build...

    Though I have a better name that "Sologuy"

    Just name him Coyle.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  6. #6
    Community Member Baahb3's Avatar
    Join Date
    Jul 2006
    Posts
    1,083

    Default

    I think you nailed it Bacab.

    This is either a little Friday morning humor or a feeble attempt at trolling.
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, Vis
    Ubique eo, invenio me esse ducem hominium.

  7. #7
    Community Member t0r012's Avatar
    Join Date
    Jul 2009
    Posts
    1,770

    Default

    Now, I'm going to make suggestions for what it is worth.
    1. I don't think you should try this build at all. There is just not enough synergy in these classes at these levels. You are trying to do everything and you will end up doing everything poorly.

    2 if you were I would suggest something more like this

    If you want to go 2wf I suggest you drop the dex and fighter and go ranger and save yourself the feats and more str will save you having to get finesse.

    next my word do you need more Con.

    next idea would be to stop the rogue @ 2 or 3 (why did you go rogue 4?)

    anyway for a stat layout my suggestion would be
    str 16
    dex 14
    con 14
    int 14
    wis 14
    chr 6

    12 ranger/6 cleric/2 rogue. if you "must" have the cleric levels. personal with your stated goals the rangers natural casting ability would seem to handle that for you without taking a cleric levels.
    With 12 ranger for free twf line get the oversized 2weapon fighting feat and use dwarven war axes and get the racial enhancments to boot so you don't have to eat another to take kopesh.
    12 ranger also brings CLW & CSW plus a bunch of nice buff spells.

    I really would dump the cleric levels entirely but if you want to keep them fine.

    I'd personally go 7 rogue and 1 anything else over the cleric, say monk for the wis bonus to AC.
    =====
    \
    to sum up your start distribution and class synergy leave a whole lot to be desired.
    I'd say go 12 ranger/7rogue/1 anything else(monk probably bring the most to the party). The stats I have above would work for just about any build but could be tweaked depending on where you go with the something else.
    Move along , Nothing to see here

Posting Permissions

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

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

Reload