If you build this toon, make sure to accept every cold invite you receive.
If you build this toon, make sure to accept every cold invite you receive.
"Swords will cut you wide open!" - Trip Fisk
remember to cast an extended master's touch on everybody ;-)
Would be interesting if the character would be somewhat like that dragonlance distracted mega mage demi god who can cast any spells but seemingly by accident... Fizban? Anyway - the image stuck in my head reading this thread and I envisioned a trapfinder who disarms any trap by simply wandering ino and triggering them - and surviving the process.
Fantastic! I was already considering that, and was going to make that a hard rule. Accept every guild invitation. Maintain guild membership until dismissed. The toon would be a punishment to blind guild invites - through havoc and renown penalties when they eventually kick him!
Cannot forget equipment here is vital, for a build like this.
I guess you could use arrows on the oozes to break them apart, is there a sword that can stand up to the task without breaking though?
Also gotta think about the ability to charm mobs, and never put dismiss on the hotbar. That might be too much though, because you should be too gimp to charm all the casters, and then run off and get more mobs.
What's the highest charm wand available lol?
Last edited by TitoJ; 12-02-2010 at 02:58 PM.
Just a few minutes playing with the character builder.
rogue 3/fighter 17
Strength 30
Con 26
He has most of the enhancements to make him a decent fighter (can get and survive some aggro), plus can handle some rogue skills. He is a useful member of the party, until the true surprise kicks in.
+47 Diplomacy, sure it wont work on everything. Think of the fun that can be had though.
I know this can be improved upon by quite a bit, but don't have time to flesh it out right now.
Terror.
Bonus points for having Fearsome, so you can make monsters flee. Great for quests where the party wants Onslaught bonus.
I suggest you roll it up on G-land and name it "Lephox".Must have a name that's common enough that also sounds like someone everyone knows, but nobody likes. This way I only take half the blame word-of-mouth.
Oh an +1 Shock Greatsword or Greataxe of Everbright would be priceless. Electric also splits some oozes if i recall...so you might be able to get a double split with one of these.
Got a question the answer may be on the wiki! http://ddowiki.com
Try this horror on for size. Based on enhancement, spell and stat allocation I don't think this guy can do a single thing effectively. I tried to select the race and classes with the least amount of synergy and worked hard to ensure I'd end up with eneven stats in several areas.
Code:Character Plan by DDO Character Planner Version 3.7.1 DDO Character Planner Home Page Level 20 Lawful Good Half-Orc Male (5 Rogue \ 5 Wizard \ 10 Favored Soul) Hit Points: 484 Spell Points: 1127 BAB: 12\12\17\22 Fortitude: 15 Reflex: 11 Will: 11 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 20) (Level 20) Strength 10 10 10 Dexterity 8 8 9 Constitution 18 22 22 Intelligence 6 7 8 Wisdom 8 8 9 Charisma 16 16 16 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance -1 -1 -1 Bluff 3 3 3 Concentration 4 6 6 Diplomacy 3 3 3 Disable Device -1 0 0 Haggle 7 8 10 Heal 1 12 12 Hide -1 1 1 Intimidate 7 7 7 Jump 0 0 0 Listen 1 1 1 Move Silently -1 -1 -1 Open Lock 0 0 0 Perform n/a n/a n/a Repair -2 -1 1 Search 2 19 21 Spot 3 9 9 Swim 0 0 0 Tumble n/a n/a n/a Use Magic Device n/a n/a n/a Level 1 (Rogue) Skill: Disable Device (+1) Skill: Haggle (+4) Skill: Heal (+2) Skill: Intimidate (+4) Skill: Listen (+2) Skill: Open Lock (+1) Skill: Search (+4) Skill: Spot (+4) Feat: (Selected) Toughness Feat: (Automatic) Attack Feat: (Automatic) Half-Orc Orc Blood Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Trapfinding Level 2 (Rogue) Skill: Haggle (+1) Skill: Heal (+0.5) Skill: Hide (+2) Skill: Search (+1) Skill: Spot (+1) Feat: (Automatic) Defensive Fighting Feat: (Automatic) Evasion Feat: (Automatic) Sunder Feat: (Automatic) Trip Level 3 (Wizard) Skill: Search (+0.5) Feat: (Wizard Bonus) Eschew Materials Feat: (Selected) Toughness Feat: (Automatic) Dismiss Charm Feat: (Automatic) Inscribe Scroll Feat: (Automatic) Magical Training Spell (1): Grease Level 4 (Favored Soul) Ability Raise: CON Skill: Heal (+1) Feat: (Diety) Favored by the Silver Flame Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Spell (1): Remove Fear Spell (1): Obscuring Mist Level 5 (Favored Soul) Skill: Heal (+1) Spell (1): Cure Light Wounds Level 6 (Favored Soul) Skill: Heal (+1) Feat: (Selected) Toughness Feat: (Automatic) Child of the Silver Flame Spell (1): Nightshield Level 7 (Favored Soul) Skill: Heal (+1) Spell (2): Find Traps Level 8 (Favored Soul) Ability Raise: CON Skill: Heal (+1) Feat: (Favored Soul Bonus) Energy Resistance: Sonic Spell (2): Spawn Screen Level 9 (Favored Soul) Skill: Heal (+1) Feat: (Selected) Toughness Spell (3): Water Breathing Level 10 (Rogue) Skill: Search (+6) Feat: (Automatic) Trap Sense Level 11 (Wizard) Skill: Heal (+0.5) Spell (1): Detect Secret Doors Spell (1): Merfolk's Blessing Level 12 (Wizard) Ability Raise: CON Skill: Search (+0.5) Feat: (Selected) Toughness Spell (2): Hypnotic Pattern Spell (2): Gust of Wind Level 13 (Rogue) Skill: Search (+4) Skill: Spot (+2) Feat: (Automatic) Trapmaking Feat: (Automatic) Uncanny Dodge Level 14 (Favored Soul) Skill: Heal (+1) Spell (2): Seek Eternal Rest Spell (3): Summon Monster III Level 15 (Favored Soul) Skill: Heal (+1) Feat: (Selected) Toughness Spell (4): Poison Level 16 (Rogue) Ability Raise: CON Skill: Search (+3) Skill: Spot (+3) Level 17 (Favored Soul) Skill: Heal (+1) Spell (2): Aid Spell (3): Inflict Serious Wounds Spell (4): Panacea Level 18 (Favored Soul) Skill: Heal (+1) Feat: (Favored Soul Bonus) Energy Resistance: Acid Feat: (Selected) Toughness Spell (5): Mass Cure Light Wounds Level 19 (Wizard) Skill: Search (+0.5) Spell (2): Snowball Swarm Level 20 (Wizard) Ability Raise: INT Skill: Search (+0.5) Feat: (Wizard Bonus) Mental Toughness Spell (3): Sleet Storm Spell (3): Stinking Cloud Enhancement: Favored Soul Attack Boost I Enhancement: Favored Soul Attack Boost II Enhancement: Favored Soul Damage Boost I Enhancement: Favored Soul Damage Boost II Enhancement: Rogue Haste Boost I Enhancement: Favored Soul Saves Boost I Enhancement: Favored Soul Saves Boost II Enhancement: Favored Soul Saves Boost III Enhancement: Favored Soul Saves Boost IV Enhancement: Rogue Skill Boost I Enhancement: Rogue Skill Boost II Enhancement: Rogue Acid Trap Lore I Enhancement: Rogue Cold Trap Lore I Enhancement: Rogue Electric Trap Lore I Enhancement: Rogue Fire Trap Lore I Enhancement: Rogue Sonic Trap Lore I Enhancement: Orcish Fury I Enhancement: Orcish Fury II Enhancement: Orcish Fury III Enhancement: Orcish Melee Damage I Enhancement: Orcish Melee Damage II Enhancement: Iron Companion Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Faster Sneaking II Enhancement: Improved Haggle I Enhancement: Improved Haggle II Enhancement: Improved Repair I Enhancement: Improved Repair II Enhancement: Improved Search I Enhancement: Improved Search II Enhancement: Favored Soul Energy of the Scion I Enhancement: Favored Soul Energy of the Scion II Enhancement: Favored Soul Energy of the Scion III Enhancement: Rogue Dexterity I Enhancement: Wizard Intelligence I Enhancement: Favored Soul Wisdom I Enhancement: Favored Soul Toughness I Enhancement: Favored Soul Toughness II Enhancement: Favored Soul Toughness III Enhancement: Favored Soul Toughness IV Enhancement: Favored Soul Wand and Scroll Mastery I Enhancement: Favored Soul Wand and Scroll Mastery II Enhancement: Favored Soul Wand and Scroll Mastery III Enhancement: Wizard Wand Heightening I
Captain's Crew: (TR) Dingalbarian - Horc Barb20 - THF, Dingaladin - Human 18/2 Paladin/Monk - TWF, Lamepolicy - Squishy Drow - Wiz20 Archmage
If lightning splits them (and if most are immune), why not just lightning bolt, pure and simple?
I think I've got it worked out for UMD and Intimidate. We'll do some Longstrider, some Ranger Sprinting, some Striding, or maybe even a Haste clickie to drag the mobs all over the dungeon.
Not sure I can fit the Diplomacy in there with this one...
This is build to 14 only, so far. I think it accomplishes the annoyingness that we were going for...
Code:Character Plan by DDO Character Planner Version 3.7.3 (Pre-Release) DDO Character Planner Home Page Level 14 Chaotic Neutral Warforged Male (2 Rogue \ 6 Ranger \ 6 Wizard) Hit Points: 230 Spell Points: 465 BAB: 10\10\15\20 Fortitude: 12 Reflex: 14 Will: 8 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 14) (Level 14) Strength 8 8 8 Dexterity 16 17 18 Constitution 16 18 20 Intelligence 12 12 13 Wisdom 12 12 12 Charisma 12 12 12 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 14) Balance 7 6 Bluff 1 1 Concentration 3 7 Diplomacy 5 5 Disable Device 2 2 Haggle 1 1 Heal 1 1 Hide 7 3 Intimidate 5 19 Jump 3 -2 Listen 1 1 Move Silently 3 -1 Open Lock 4 5 Perform n/a n/a Repair 2 4 Search 5 18 Spot 5 18 Swim -1 -11 Tumble 4 0 Use Magic Device 5 18 Level 1 (Rogue) Skill: Balance (+4) Skill: Diplomacy (+4) Skill: Disable Device (+1) Skill: Hide (+4) Skill: Intimidate (+4) Skill: Jump (+4) Skill: Open Lock (+1) Skill: Repair (+1) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+1) Skill: Use Magic Device (+4) Feat: (Selected) Adamantine Body Feat: (Automatic) Attack Feat: (Automatic) Composite Plating Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Light Fortification Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Trapfinding Feat: (Automatic) Warforged Immunities Enhancement: Improved Intimidate I Enhancement: Rogue Improved Trap Sense I Enhancement: Warforged Damage Reduction I Level 2 (Wizard) Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Feat: (Wizard Bonus) Spell Focus: Conjuration Feat: (Automatic) Dismiss Charm Feat: (Automatic) Inscribe Scroll Feat: (Automatic) Magical Training Spell (1): Burning Hands Spell (1): Charm Person Spell (1): Grease Spell (1): Expeditious Retreat Enhancement: Improved Concentration I Enhancement: Wizard Energy of the Scholar I Level 3 (Wizard) Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Mental Toughness Feat: (Automatic) Defensive Fighting Feat: (Automatic) Sunder Feat: (Automatic) Trip Spell (1): Nightshield Spell (1): Repair Light Damage Enhancement: Wizard Intelligence I Enhancement: Warforged Constitution I Level 4 (Wizard) Ability Raise: CON Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Spell (2): Gust of Wind Spell (2): Invisibility Enhancement: Improved Search I Enhancement: Improved Spot I Level 5 (Wizard) Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Spell (2): See Invisibility Spell (2): Repair Moderate Damage Enhancement: Improved Concentration II Level 6 (Wizard) Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Feat: (Wizard Bonus) Extend Spell Feat: (Selected) Toughness Spell (3): Sleet Storm Spell (3): Water Breathing Enhancement: Racial Toughness I Level 7 (Wizard) Skill: Intimidate (+1) Skill: Use Magic Device (+0.5) Spell (3): Rage Spell (3): Dispel Magic Enhancement: Racial Toughness II Enhancement: Wizard Energy of the Scholar II Enhancement: Warforged Damage Reduction II Enhancement: Wizard Archmage I Enhancement: Conjuration I - Grease Level 8 (Rogue) Ability Raise: DEX Skill: Intimidate (+1) Skill: Search (+4) Skill: Use Magic Device (+4) Feat: (Automatic) Evasion Enhancement: Rogue Dexterity I Level 9 (Ranger) Skill: Intimidate (+1) Skill: Spot (+3) Skill: Use Magic Device (+1) Feat: (Favored Enemy) Favored Enemy: Plant Feat: (Selected) Improved Damage Reduction Feat: (Automatic) Bow Strength Feat: (Automatic) Martial Weapon Proficiency (ALL) Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Wild Empathy Level 10 (Ranger) Skill: Intimidate (+1) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Automatic) Rapid Shot Feat: (Automatic) Two Weapon Fighting Level 11 (Ranger) Skill: Intimidate (+1) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Automatic) Diehard Enhancement: Ranger Sprint Boost I Enhancement: Improved Balance I Enhancement: Warforged Constitution II Enhancement: Warforged Combat Training I Enhancement: Archmage Spell Mastery I: Conjuration Level 12 (Ranger) Ability Raise: CON Skill: Intimidate (+1) Skill: Search (+2) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Resilience Spell (1): Camouflage Spell (1): Jump Spell (1): Longstrider Spell (1): Merfolk's Blessing Spell (1): Ram's Might Spell (1): Resist Energy Spell (1): Summon Nature's Ally I Spell (1): Tumble Enhancement: Racial Toughness III Enhancement: Warforged Damage Reduction III Level 13 (Ranger) Skill: Intimidate (+1) Skill: Search (+1) Skill: Spot (+2) Skill: Use Magic Device (+1) Feat: (Favored Enemy) Favored Enemy: Aberration Enhancement: Improved Repair I Enhancement: Improved Search II Enhancement: Improved Spot II Enhancement: Warforged Combat Training II Enhancement: Warforged Mechanics I Level 14 (Ranger) Skill: Intimidate (+1) Skill: Search (+2) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Automatic) Improved Two Weapon Fighting Feat: (Automatic) Manyshot Enhancement: Ranger Energy Resistence Boost I Enhancement: Racial Toughness IV
I will note that the POS I posted has a good search skill but also has the find traps spell and detect secret doors so he should appear to be good at things right before blowing up traps or being unable to open locks.
High hitpoints, decent saves and evasion will help to keep him alive, while standard grease, merfolks, spawn screen, sleet storm, obscuring mist and other awesome spells are spammed.
Wand heightening is a good waste of enhancement points that also improves your kickass wand healing. Lots of orcish fury will make you strong and stuff too.
Captain's Crew: (TR) Dingalbarian - Horc Barb20 - THF, Dingaladin - Human 18/2 Paladin/Monk - TWF, Lamepolicy - Squishy Drow - Wiz20 Archmage
maybe you could take 12lvs of wiz, not having int for spells, but enough to take wraight. incorporeal, displaced, lots of hps, high intimidate.... just get a train of mobs that can seldom hit you, heal with your only usefull healing spell, a neg energy one of some kind. would be fun
It's awesome that DDO is so in depth it takes this much discussion to figure out how to be the absolute worst toon you can be.
I don't know, if you have knock that won't open anything, you could still reserve a good open lock skill.
This way you could blow all your sp on knock and say "shoot sorry guys, can't open these last two chests in Thrall of Necromancer.
Then wait for everyone to zone out, and open up the 2 locked chests and watch everyone do the W T H?!? thing while they watch you loot.