Build Name: Shafts of Light
Author: Sigfried Trent
Requester: Anne Trent
Last Updated: 08/06/10
Key Words [True Reincarnation, Favored Soul, Arcane Archer, Evasion]
Objectives
My wife is making her first TR character. After much contemplation she decided that she wanted to play with both Favored Soul and Arcane archer. One of her goals was to be able to solo difficult quests like Sins of Attrition. Blade barrier and good self healing were what she wanted from favored soul, and arcane archer was the chosen combat modality as well as something novel to do. Good defenses seem important for solo play as well and the character should be fairly easy to level.
Design
Favored Soul and Arcane archer are tricky to put together due to both aspects desiring a large number of feats to support the characters strengths. Favored soul also multi classes rather poorly and looses quite a bit of its edge and its powerful end caps so you need to make sure you get good value from the classes you take.
Ranger is an easy pick as it gives you a lot of ranged attack feats for free and a good set of weapon proficiencies. Because I want to maximize the damage potential of blade barrier which caps at level 15, I only have a few off class levels to work with. Ranger 2 is worth two solid feats so that’s the mark well use. For two more levels, monk offered the most benefits. Evasion, great saves, unarmed combat, and great synergy with wisdom to bump up AC. The two bonus feats are handy. In this case none of the monk bonus feats really fit the themes but toughness is always nice so that's where they go.
For easy leveling it makes the most sense to take the splashes up front. You get great defenses and a nice melee offense that should hold you for the early levels while the casting and archery develop. One of the down sides of the build overall is how long it takes to develop its core late game strategies. Archery doesn’t really pick up strong until level 9 and you don’t get blade barrier until 16. Even the self healing is slow in coming and doesn’t reach full potential until level 17. In many ways its a build that is designed to live at level 20 when all its elements gell very well.
This is a past life build because it was requested by my wife as such. The fighter past life isn’t actually doing much for the build other than a free +1 on all attack rolls and the better stat spread.
Its defenses are impressive. Hit points should gear up into the lowish 400s, saving throws are all in the high 20s to low 30s rivaling many paladins. AC should be excellent if geared up for it and you have a good selection of defense buffs. Self healing is great and you should be able to serve as a raid healer in a pinch.
On offense you have Max-Extend-Quickened blade barrier and a good pool of mana to keep it running as well as a decent comet fall and some debuffing trap spells. Your archery is not on par with a DPS AA build, but its not insignificant given the right bow. Arcane Archer elevates the damage to the range where it is comparable to melee in the same build configuration (limited feats on a caster) and range suits the blade barrier kiting style much better.
I thing this build looks best when you think of it as a solo character and it looks its worst when you compare it to a more specialised arcane archer or favored soul. Its offense is lacking compared to either of its pure forms, but its defense is superior thanks to the hybridization.
Code:Character Plan by DDO Character Planner Version 3.5.1 DDO Character Planner Home Page Level 20 Lawful Good Elf Female (2 Monk \ 2 Ranger \ 16 Favored Soul) Hit Points: 317 Spell Points: 1570 BAB: 15\15\20\25\25 Fortitude: 19 Reflex: 22 Will: 19 Starting Feat/Enhancement Abilities Base Stats Modified Stats (34 Point) (Level 1) (Level 20) Strength 14 16 Dexterity 17 22 Constitution 14 16 Intelligence 8 10 Wisdom 14 23 Charisma 12 16 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 Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 5 12 Bluff 1 3 Concentration 6 27 Diplomacy 1 3 Disable Device n/a n/a Haggle 1 3 Heal 4 10 Hide 3 6 Intimidate 1 3 Jump 6 21 Listen 2 8 Move Silently 3 6 Open Lock n/a n/a Perform n/a n/a Repair -1 0 Search -1 2 Spot 6 13 Swim 2 3 Tumble 4 7 Use Magic Device n/a n/a Level 1 (Ranger) Feat: (Favored Enemy) Favored Enemy: Evil Outsider Feat: (Past Life) Past Life: Fighter Feat: (Selected) Weapon Focus: Ranged Weapons Enhancement: Ranger Energy Resistence Boost I Enhancement: Ranger Sprint Boost I Enhancement: Elven Ranged Damage I Level 2 (Ranger) Enhancement: Ranger Dexterity I Level 3 (Monk) Feat: (Selected) Point Blank Shot Feat: (Monk Bonus) Toughness Enhancement: Elven Dexterity I Enhancement: Aerenal Elf Melee Damage I Enhancement: Racial Toughness I Level 4 (Monk) Feat: (Monk Bonus) Dodge Enhancement: Elven Ranged Attack I Enhancement: Way of the Patient Tortoise I Level 5 (Favored Soul) Feat: (Diety) Favored by the Silver Flame Spell (1): Divine Favor Spell (1): Shield of Faith Enhancement: Favored Soul Life Magic I Enhancement: Favored Soul Energy of the Scion I Enhancement: Favored Soul Toughness I Level 6 (Favored Soul) Feat: (Selected) Mental Toughness Spell (1): Nightshield Enhancement: Racial Toughness II Enhancement: Favored Soul Charisma I Enhancement: Favored Soul Wand and Scroll Mastery I Level 7 (Favored Soul) Spell (1): Bless Enhancement: Elven Ranged Damage II Enhancement: Favored Soul Prayer of Life I Level 8 (Favored Soul) Spell (2): Resist Energy Enhancement: Elven Arcane Archer: Imbue Force Arrows Enhancement: Elven Arcane Archer I Level 9 (Favored Soul) Feat: (Favored Soul Bonus) Energy Resistance: Acid Feat: (Selected) Manyshot Spell (2): Lesser Restoration Level 10 (Favored Soul) Spell (3): Cure Serious Wounds Enhancement: Favored Soul Life Magic II Enhancement: Favored Soul Energy of the Scion II Enhancement: Favored Soul Wisdom I Enhancement: Favored Soul Toughness II Level 11 (Favored Soul) Spell (3): Remove Curse Spell (2): Close Wounds Enhancement: Elven Arcane Archer: Imbue Acid Arrows Enhancement: Elven Arcane Archer: Conjure +2 Arrows Level 12 (Favored Soul) Feat: (Selected) Extend Spell Spell (4): Deathward Enhancement: Favored Soul Prayer of Life II Enhancement: Favored Soul Prayer of Incredible Life I Enhancement: Favored Soul Life Magic III Level 13 (Favored Soul) Spell (2): Cure Moderate Wounds Spell (3): Dispel Magic Spell (4): Divine Power Enhancement: Elven Dexterity II Level 14 (Favored Soul) Feat: (Favored Soul Bonus) Energy Resistance: Fire Spell (5): Raise Dead Enhancement: Elven Arcane Archer: Imbue Explosive Arrows Enhancement: Elven Arcane Archer: Conjure +3 Arrows Level 15 (Favored Soul) Feat: (Selected) Maximize Spell Spell (3): Searing Light Spell (4): Freedom of Movement Spell (5): True Seeing Enhancement: Favored Soul Charisma II Level 16 (Favored Soul) Spell (6): Blade Barrier Enhancement: Favored Soul Wisdom II Level 17 (Favored Soul) Spell (4): Recitation Spell (5): Protection From Elements Spell (6): Heal Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows Enhancement: Elven Arcane Archer: Imbue Terror Arrows Enhancement: Elven Arcane Archer: Conjure +4 Arrows Enhancement: Favored Soul Toughness III Level 18 (Favored Soul) Feat: (Selected) Quicken Spell Spell (7): Mass Cure Serious Wounds Enhancement: Favored Soul Life Magic IV Level 19 (Favored Soul) Feat: (Favored Soul Bonus) Energy Resistance: Sonic Spell (5): Symbol of Pain Spell (6): Cometfall Spell (7): Symbol of Weakness Enhancement: Ranger Favored Damage I Enhancement: Favored Soul Energy of the Scion III Level 20 (Favored Soul) Spell (8): Firestorm Enhancement: Elven Arcane Archer: Imbue Slaying Arrows Enhancement: Favored Soul Longbow Specialization I Enhancement: Elven Arcane Archer: Conjure +5 Arrows Enhancement: Favored Soul Smiting I
Play
Early levels are mostly spent playing like a monk with the occasional bouts of archery. Higher levels do a lot of kiting or playing party support depending on the party. Mid levels will just be plain challenging although TR twinking gear will probably compensate for that nicely.
Variations
You can make this as a 32pt build with only a small stat adjustment. for 28pts I just don’t recommend it. You could move feats from one “side” of the build to the other, but I think it then makes less sense to make this kind of character. The whole idea is to blend the two build types together fairly evenly.