hi guys! my point its aways do a character who can handle himself. offcourse, who adds alot in party, but can do almost everything, and does good.
so, let me explain, and make a picture of this:
A guy who gives alot damage, nice AC, high saves, alot hp, hitting hard and tanking, with very nice buffs like displacement, haste, blur, heroism, death aura, fire shield, and the best, doing all this inside a maximized, empowered FW???
check the build well, and think about it:
DDO Character Planner Home Page
Level 20 Lawful Good Human
(6 Paladin / 14 Sorcerer)
Hit Points: 268
Spell Points: 1322
BAB: 13/13/18/23
Fortitude: 18
Reflex: 15
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 14 16
Constitution 14 16
Intelligence 8 8
Wisdom 8 8
Charisma 14 18
**
LVL2 PALADA +1 CHA
LVL6PALADA +1 CHA
LVL10SORCERER +1 CHA
LVL4 +1STR
LVL8 +1STR
LVL12 +1 DEX
LVL16 +1 STR
LVL20 +1STR
LVL5HUMAN +1CON
LVL13HUMAN +1STR
Tomes Used
+1 Tome of Dexterity used
+1 Tome of Charisma used
+1 Tome of Streght used
+1 Tome of Constitution used
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 3
Bluff 2 4
Concentration 6 21
Diplomacy 6 14
Disable Device n/a n/a
Haggle 2 4
Heal -1 -1
Hide 2 3
Intimidate 2 4
Jump 3 16
Listen -1 -1
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot -1 -1
Swim 3 5
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Paladin)
Feat: (Human Bonus) Toughness
Feat: (Selected) Two Handed Fighting
Level 2 (Paladin)
Level 3 (Paladin)
Feat: (Selected) Power Attack
Level 4 (Paladin)
Level 5 (Paladin)
Level 6 (Paladin)
Feat: (Selected) Improved Two Handed Fighting
Level 7 (Sorcerer)
Level 8 (Sorcerer)
Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
(only for a high duration buffs. At high lvls can be swapped, i suggest u swap for maximize at lvl 14, and take GTHF at 15, then at 18, ur choice)
Level 10 (Sorcerer)
Level 11 (Sorcerer)
Level 12 (Sorcerer)
Feat: (Selected) Empower Spell
Level 13 (Sorcerer)
Level 14 (Sorcerer)
Level 15 (Sorcerer)
Feat: (Selected) Maximize Spell
Level 16 (Sorcerer)
Level 17 (Sorcerer)
Level 18 (Sorcerer)
Feat: (Selected) Greater Two Handed Fighting
Level 19 (Sorcerer)
Level 20 (Sorcerer)
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Paladin Item Defense I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Focus of Good II
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhanccement: Paladin Extra Remove Disease I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Hunter of the Dead I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Elements III
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Lineage of Deadly Elements III
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Light I
Enhancement: Paladin Divine Might I
Enhancement: Paladin Extra Turning I
Enhancement: Paladin Improved Turning I
________________
okie, some more explanations:
the build really starts to work at pally6/sor 8, thats when u reach the maximum pottential. offcourse, before it, u stills a good fighter, like a good pure pally. undeads will be kicked out. next, with the sor lvls, u still beeing a good fighter/tank and with some buffs to help, after that, only hapiness.
atm, i m lvl 11 with this build pally6/sor5, with the proper lvl equipment, looks to it:
stats 23/20*tome +2 instead+1 used/20/8/12/20
HP238+14 temp from virtue everytime
SP687
AC 34 with shield spell extended (10min)
attack +16 (with power attack) greataxe+5+etc (dmg 1d12+24)
saves 22/18/18
some buffs and usefull spells:
expedition retreat
knock
jump
detect secret doors
blur
cure light wounds(from pally)
healing hands 2x day healing 88
maybe the biggest problem is u gonna run low mana very fast. but u have to play with wisdom.
Its very important to hav a good equipament.
i m using a +3 mithral twilight chain shirt (armor bonus 7, max dex 6, no arcane fail)
i dont suggest a sword/sheild style, since u can have shield spell for +4 AC with no failure, using a thw for more dmg.
remember u can have wands for the spells u cant have on ur list.
choose spells with no save allowed, or buffs, and even with save allowed, u have to take good fire/ice dmg spells.
cone of cold, FW offcourse and even fireball. resistances, and usefull spells will allow u to do alot more.
and spells that causes dmg when they hit u, would be nice too.
anyway, thats all folks!