Build Name: Thor the Sort of Mighty
Author: Sigfried Trent
Requester: Thunderson-n-NC
Last Updated: 08/10/10
Key Words [Wizard, Fighter, Role Playing]
Objectives
Thunderson suggested I make a build based on Thor the Norse god and marvel superhero. If you don’t know, Thor is a big strong fellow who fights with a powerful magic hammer that shoots lightning bolts. He wears a belt and gloves that give him the strength to whip the hammer around or throw it at his foes. Its also the original returning throwing hammer.
So what we need is a human with good strength and con who can use a hammer well and shoot lightning bolts around. Thor may or may not have worn much armor. In the comic he does, in the legends its not mentioned much.
The requester also mentioned wanting UMD which sounds like a good idea.
Design
I need an arcane class for the lightning bolts and I’d like them to be as beefy as I can muster. Wizard looked good for the metamagic feats I’d want to amp up the bolts. Fighter similarly lets me use hammers well and offers the feats to make that work not to mention strength and hit points. I could simply cross class UMD but it takes fooooreeeeveeeer to be useful. Instead I took a bard level to make it a class skill and also take a heal spell to see me through low levels on the cheap. Its worth a bit of SP and what not as well. This is Thor’s poetic side shining through.
So on the wizard side I’m taking all the lightning boosts I can find and doing what I can for Int so the DC values are only fairly bad instead of absolutely horrible. Combat buffs are also on tap along with extend. Quicken helps keep the casting from getting in the way of hammer time.
On the fighter side I focused on the maul. Its not really what Thor’s hammer was like, his is a warhammer, but I wanted to at least be a little bit efficient with this. You can always use a warhammer if you really must or for walking around. Hammer of the leaden clouds is one of my favorites for looks. I also went for throwing hammer use with brutal throw, IC Thrown and Quick draw. Its not great but it comes in handy and its essential to the concept. Stunning blow also makes an appearance and is very handy depending on your foes.
All said and done... its a playable, perhaps fun, but kind of weak build. It’s decent for solo since it has a range of damage options, pretty decent DPS and self healing both early and late game. Hit points are pretty good for a fighting arcane, about in the range of a pure ranger or rogue. Your AC is bad, and saves are moderate to poor so you have to watch yourself and pick and choose what you agro.
Code:
Character Plan by DDO Character Planner Version 3.5.1
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Level 20 Neutral Good Human Male
(8 Fighter \ 11 Wizard \ 1 Bard)
Hit Points: 292
Spell Points: 685
BAB: 13\13\18\23
Fortitude: 13
Reflex: 7
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 26
Dexterity 8 10
Constitution 16 18
Intelligence 16 22
Wisdom 8 10
Charisma 10 12
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 3 10
Bluff 0 2
Concentration 7 28
Diplomacy 0 2
Disable Device n/a n/a
Haggle 4 5
Heal -1 0
Hide -1 0
Intimidate 2 25
Jump 7 18
Listen -1 0
Move Silently -1 0
Open Lock n/a n/a
Perform 4 5
Repair 3 6
Search 3 6
Spot 1 6
Swim 7 12
Tumble 3 4
Use Magic Device 4 24
Level 1 (Bard)
Feat: (Human Bonus) Stunning Blow
Feat: (Selected) Toughness
Spell (1): Cure Light Wounds
Enhancement: Bard Song Magic I
Level 2 (Fighter)
Feat: (Fighter Bonus) Brutal Throw
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Strategy (Stunning Blow) I
Enhancement: Human Improved Recovery I
Enhancement: Fighter Toughness I
Enhancement: Bard Wand Mastery I
Level 3 (Fighter)
Feat: (Selected) Power Attack
Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
Enhancement: Racial Toughness I
Enhancement: Fighter Strength I
Level 4 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Spell (1): Shield
Spell (1): Mage Armor
Spell (1): Shocking Grasp
Spell (1): Ray of Enfeeblement
Spell (1): Nightshield
Spell (1): Expeditious Retreat
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Energy of the Scholar I
Level 5 (Wizard)
Spell (1): Soundburst
Spell (1): Feather Fall
Enhancement: Human Adaptability Strength I
Enhancement: Wizard Intelligence I
Level 6 (Wizard)
Feat: (Selected) Two Handed Fighting
Spell (2): Electric Loop
Spell (2): Blur
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Energy I
Level 7 (Wizard)
Spell (2): Resist Energy
Spell (2): Invisibility
Enhancement: Wizard Energy Manipulation II
Level 8 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Spell (3): Rage
Spell (3): Lightning Bolt
Enhancement: Human Improved Recovery II
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Lineage of Deadly Energy I
Level 9 (Wizard)
Feat: (Selected) Maximize Spell
Spell (3): Haste
Spell (3): Displacement
Enhancement: Wizard Intelligence II
Level 10 (Fighter)
Enhancement: Wizard Improved Maximizing I
Level 11 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Strategy (Stunning Blow) II
Enhancement: Fighter Toughness II
Level 12 (Fighter)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Fighter)
Enhancement: Kensei Maul Mastery I
Enhancement: Fighter Kensei I
Level 14 (Wizard)
Spell (4): Fire Shield
Spell (4): Stoneskin
Enhancement: Wizard Energy Manipulation III
Enhancement: Fighter Strength II
Level 15 (Wizard)
Feat: (Selected) Improved Two Handed Fighting
Spell (4): Shout
Spell (4): Wall of Fire
Enhancement: Fighter Haste Boost II
Enhancement: Wizard Lineage of Energy II
Level 16 (Wizard)
Spell (5): Ball Lightning
Spell (5): Protection From Elements
Enhancement: Wizard Lineage of Deadly Energy II
Level 17 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Spell (5): Teleport
Spell (5): Summon Monster V
Enhancement: Wizard Intelligence III
Level 18 (Wizard)
Feat: (Selected) Greater Two Handed Fighting
Spell (6): Chain Lightning
Spell (6): Greater Heroism
Enhancement: Wizard Energy Manipulation IV
Level 19 (Fighter)
Enhancement: Human Greater Adaptability Intelligence I
Level 20 (Fighter)
Feat: (Fighter Bonus) Quick Draw
Enhancement: Fighter Strategy (Stunning Blow) III
Enhancement: Fighter Maul Specialization I
Play
To get the full effect, I recommend wearing armor. Not because you need the AC boost, but because it makes you look more like what folks imagine Thor would look like. Thor in a dress or a pair of monk garb just isn’t right.
My first pick would be the insulated armor from the Titan Raid. It is half plate, looks all armor like and only has 10% ASF which you can negate with the seven fingered Gloves which are also from the same raid. Mithral chain can also work well and the Kunderak Delving suit is fairly groovy looking and a bit nordic.
Variations
Well, if it helps with the theme, whatever you can think of. There are many ways to make the build better but most would make it less “Thor.” 28pts are doable but the build can use all the bumps it can get to keep it playable.