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  1. #1
    Community Member jamad1's Avatar
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    Post Pure THF Kensei III; Killing Machine??

    OK, please remember I'm sick with the flu, it was 4:00 am this morning and I've never built a fighter.

    On the spring attack, I have an annoying habit of moving out of the way of attacks instead of blocking so I wanted to be able to still hit everything that's whacking on my other party members. I had it on my Rogue before I used a greater heart to go pure and I miss it a lot now that he doesn't have it.

    So I think this looks good, but I'm wonder if the wise ones out there would suggest something different on the enhancements. Oh, it's a 32 point build, and I'm going to use a +3 greater heart to fix him to this.

    Code:
    Character Plan by DDO Character Planner Version 3.7.3 (Pre-Release)
    DDO Character Planner Home Page
    
    graymoon 
    Level 20 Chaotic Good Human Male
    (20 Fighter) 
    Hit Points: 412
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 17
    Reflex: 9
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity            14                    16
    Constitution         16                    20
    Intelligence         14                    16
    Wisdom                8                    10
    Charisma              8                    10
    
    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               4                    14.5
    Bluff                -1                     3
    Concentration         3                     8
    Diplomacy            -1                     3
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                 -1                    11.5
    Hide                  2                     3
    Intimidate            1                    26
    Jump                  7                    14
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                2                     3
    Search                2                     3
    Spot                 -1                     9
    Swim                  7                    18
    Tumble                3                     4
    Use Magic Device      1                    11.5
    
    Level 1 (Fighter)
    Skill: Balance (+2)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Swim (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Diehard
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Dodge
    Enhancement: Human Improved Recovery I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+2)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mobility
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Flanking Mastery I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+2)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Adaptability Strength I
    Enhancement: Fighter Toughness II
    
    
    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Spring Attack
    Feat: (Selected) Two Handed Fighting
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+1.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost III
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+1.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Fighter Toughness III
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+1.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Critical Accuracy IV
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+1.5)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Attack Boost IV
    Enhancement: Fighter Armored Agility II
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Handed Fighting
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Kensei II
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Toughness IV
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Power Critical
    Enhancement: Fighter Strength II
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    Enhancement: Fighter Strength III
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Flanking Mastery II
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Great Cleave
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Fighter Kensei III
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Fighter Armored Agility III
    Enhancement: Racial Toughness III
    
    
    Level 20 (Fighter)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Heal (+0.5)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Fighter Falchion Specialization I
    So, what do you think? will it work?
    Leadership is a tightrope; Ethics is my balance pole......No No wait, is that a knife in your hand?

  2. #2
    Community Member jamad1's Avatar
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    Default Small change

    So after reading a little more this morning, I was thinking of changing to combat expertise at 14, and whirlwind at 20.

    Should I change any of these feats to earlier levels and take the others later? Not just CE or Whirlwind, any of them.
    Leadership is a tightrope; Ethics is my balance pole......No No wait, is that a knife in your hand?

  3. #3
    Community Member jamad1's Avatar
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    Default

    Anyone? Can anyone take a look?

    Hmm, if not I will make him and laugh in your faces when I have a master Conan type.

    Mwahahahaha!!
    Leadership is a tightrope; Ethics is my balance pole......No No wait, is that a knife in your hand?

  4. #4
    Build Constructionist unbongwah's Avatar
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    Default

    If this is a pure DPS build, you want to start max STR. If it's not, what exactly are you after? Maybe a Stalwart Defender would be better?

    The Dodge / Mobility / SprAtk / Whirlwind chain is considered a weak set of feats, even for a fighter with plenty to spare. WA sounds better in theory than it is in practice; and the to-hit bonus from SA is not worth the 3 feat cost (plus if you're doing your job right, you don't need it). If you still want to include it, go ahead, but be prepared for potential disappointment. Some of your other feats, like Power Crit and Diehard, are also not great.

  5. #5
    Community Member EKKM's Avatar
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    Basic premise is good. My opinions:

    Power attack - If you were leveling the build I would say take it earlier, but you are a GR so not relevant.

    Drop diehard - toughness is always better than diehard after level 7. Diehard means you auto stabilize at -1 to -9. If you had toughness instead, you would not be incapped to begin with.

    Drop power critical - won't have trouble hitting anyway as a THF human kensei, doesn't add to damage like seeker

    Drop cleave and greatcleave - relicated by THF feats and the animiation causes you to lose DPS on your primary target. These can be good on SnB builds.

    Did you change the feats? You have a 14 INT but don't have CE or improved trip. The skills the INT gives you are useful but some points in WIS would help a pretty horrid will save.

    If you like spring attack go for it, but as a kensei you shouldnt really need the extra to hit like your rogue does. Three feats is a lot for +4 to hit that only matters very situationally. The AC benefit from dodge and tumble are largely useless to your build.

    Other feats to consider if you decide to change feats: CE and improved trip (damage mitigation via trip), toughness (or toughni), iron will, SF UMD, lightning reflexes, luck of heroes, quickdraw (reduces lag after activating boosts).

    Aerak the Bulwark-Awryn Shadowblade-Aerrik Lightbringer
    Member of D.W.A.T.

  6. #6
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    Quote Originally Posted by EKKM View Post
    Basic premise is good. My opinions:
    Diehard means you auto stabilize at -1 to -9. If you had toughness instead, you would not be incapped to begin with.
    ah, but being incapped means your less likely to be running round getting more damage! ;-)

    sage advice EKKM, OP listen.

  7. #7
    Community Member jamad1's Avatar
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    Ok, when I get my computer back up I will rework the feats and see what it looks like. It sounds good, but I'm not sure what some of the stuff your talking about is. Lol I'm still learning so I will check it out.

    Thanks for the advice.
    Leadership is a tightrope; Ethics is my balance pole......No No wait, is that a knife in your hand?

  8. #8
    Community Member Ullysses's Avatar
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    With this sort of build, I'd take combat expertise and improved trip for sure!

    Drop diehard, the cleave line, and the whirlwind and it's pre's, they are just not very useful.

    Toughness is a must have, opens toughness enhancements!

    Power critical is a waste on kensei, even more than other builds.

    Look at things like stunning blow, to give more options in combat.

    Use intimidate, even on non-tanks it's useful to keep trash off of the casters/healers, or that barb that thinks he's invincible! LoL. Helps to bring mobs to you, so you don't spend more time chasing them than killing them.

  9. #9
    Community Member Aeolwind's Avatar
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    I may have missed it, but I don't see haste boost in your list. I would stop after rank 3, no more needed for kensei3 and that is a good size chunk of points.

    Same for Crit accuracy. Stop pumping it once you qualify for kensei3.

    Take the half points you have on skills and spread them elsewhere. Last I remember half points do nada for the roll.

    Armored Agility may not be a good use of points for this build. You should prob be in a robe and completely defeats the purpose of this enhancement.

    Also, make sure you hit the kensei specialization enhancements if you have a weapon you'll be able to stick with like SOS/GS/ESOS/EAGA.

    If you are taking stunning blow, then you'll need to take the enhancements that improve it. Otherwise, it could be a dead feat in some situations.

    Flanking Mastery, extra hit again that is probably not needed & situational. Being a fighter, you generally shouldn't be in a flanking position for more than a second or two.

    I'd pick up more improved recovery, you'll be fairly squishy on the AC Side, so it's best to make it easier to be healed. Don't be a spell point hole.

    Feel free to correct me, but this is what I've been able to gather from reading builds on the forums.
    Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS

  10. #10
    Community Member Kinerd's Avatar
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    Recommend dropping all Armored Agility and Flanking.
    Strongly recommend dropping Crit Accuracy IV and Attack Boost IV.
    Strongly recommend getting Haste Boost IV.
    Very strongly recommend getting Kensai Weapon Mastery III: +4 damage, additional +4 pre-multiplier crit damage, +1 threat range for 3 AP.

    Not sure how you get to 20 Con: 16 +2 tome +1 greater adaptability is only 19?

  11. #11
    Community Member k1ngp1n's Avatar
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    Quote Originally Posted by Kinerd View Post
    Not sure how you get to 20 Con: 16 +2 tome +1 greater adaptability is only 19?
    Right here:

    Ability Raise: CON
    Sarlona: Riyana | Ilyrae | Elaeria | Arlayh | Aryis | Lyanis | Yaera | Kyilsi | Malitae | Niariel | Laeriya
    'Polluting Sarlona with gimpy elves since 2009.'
    Endgame

  12. #12
    Community Member Alektronic's Avatar
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    I'd dump dex. You don't have evasion, so don't need the reflex save, and are able to wear heavy armor, so won't benefit much from the AC bonus.
    Instead of dex, max strength and consider bumping up ur char (UMD), wis (will save), or con (hps).
    Everyone else covered the feat/skill distro pretty thoroughly I think. Stunning blow is an excellent feat on a max strength build (even more so as Kensei), and is a must-have in epic runs, so I'd definately fit it in. Have fun with Conan X).
    -Thelanis toons- Alektronic (wolf), Bakeneko (monk), Ghyldra (druid), Hermeros (crafter), Lecker (wf wiz),
    Panaceus (elemental barb), Quallus (SDK), Taigong (acrobat), Vamprix (warlock), Vercigetorix (bard)

  13. #13
    Community Member Eistander's Avatar
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    The following is my 3 1/2 year old build, and yes, there are 2 barbarian levels splashed in there (at the time I built it, I figured it would be worth it, haven't bothered LR'ing him since he does do what I need him to.. biggest reasons; sprint boost and quick rages for that little extra "oomph". Now, I would keep him pure, but hardly touch anything else outside of making him 32 point. TR will come once I have all his gear set though).

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Tharlin Bouldersmasher
    Level 20 Neutral Good Dwarf Male
    (18 Fighter \ 2 Barbarian) 
    Hit Points: 418
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 18
    Reflex: 7
    Will: 6
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity            12                    12
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               10                    10
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Strength used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    15
    Bluff                -2                     1
    Concentration         3                     7
    Diplomacy            -2                     1
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  0                     0
    Hide                  1                     1
    Intimidate           -2                     1
    Jump                  8                    14
    Listen                0                     0
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  0                     0
    Swim                  4                     9
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Fighter)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 5 (Fighter)
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Strategy (Stunning Blow) I
    
    
    Level 6 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Greataxe Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 7 (Fighter)
    Enhancement: Dwarven Axe Damage II
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Enhancement: Fighter Greataxe Specialization I
    Enhancement: Racial Toughness II
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Fighter Strength II
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    
    
    Level 11 (Fighter)
    Enhancement: Dwarven Tactics II
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 13 (Fighter)
    Enhancement: Kensei Greataxe Mastery II
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 14 (Barbarian)
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Power Attack I
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Toughness
    Enhancement: Fighter Attack Boost III
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Haste Boost III
    Enhancement: Dwarven Constitution I
    
    
    Level 17 (Fighter)
    Enhancement: Racial Toughness III
    
    
    Level 18 (Fighter)
    Feat: (Selected) Brutal Throw
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Fighter Greataxe Specialization II
    Enhancement: Barbarian Constitution I
    
    
    Level 19 (Fighter)
    Enhancement: Fighter Toughness IV
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Sunder
    Enhancement: Dwarven Axe Attack I
    Enhancement: Kensei Greataxe Mastery III
    Enhancement: Fighter Kensei III
    Now the levelling sequence may not be exact as on live (ie. the barb levels so late in as they were, I was 2/2 by level 4), but this is as simple as I can think of for a quick-n-dirty Kensai. Tons of HP without any real items, solid damage and a solid Stunning Blow DC that is easily maintained. For me, it was by the time I got Kensai 1 (this is by level 8, mind you) that I noticed an incredible boost in his killing power and it kept climbing from there.. it did suck not having Kensai 3 for that last bit of leveling to 20, but after I hit it, I am as solid as most barbarians, and can trip most things in the sub without a vertigo item (although Stun being at 40-ish being alright is also with no real items to speak of; namely, no Titans Grip, no Madstone boots, none of the REAL fun toys.. but I am working on it).

    It can easily be human, but the tactics line can be changed for improved recovery instead, and the wisdom/dexterity dropped a bit lower for more con.. seeing as how you want to push out as much damage as possible, having the HP to back it up helps tremendously. It can always be made better, and it will only improve, but my personal template can give you an idea on what to aim for by the time you hit level 20.

    Not to mention the barb levels can be neglected for capstone purposes/quicker access to your PrE. But I'll be damned if it isn't fun to play.

  14. #14
    Community Member Noctus's Avatar
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    Default

    Quote Originally Posted by Alektronic View Post
    I'd dump dex. You don't have evasion, so don't need the reflex save,

    Thats a bad fallacy!

    Higher ref-save means less damage taken from the multitude of AoE damage effects you get bombarded with on the higher levels.

    Just because you dont evade it for no-damage doesnt mean that "only" taking half damage from them is worthless.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  15. #15
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    Default Buy Half-Orc instead

    If your existing Human is only level 9 now, I'd strongly recommend against wasting a +3 greater heart on him to make this. If you've already eaten the +2 Tome of Supreme Ability, you can leave this character for later and use another slot for a Half-Orc! The extra strength and synergy that race has with THF seems right up your alley.

    I don't have the store open so I may be wrong on some of these, but I think you'd save roughly $7.00 worth of turbine points (~$32.00 if you haven't bought the supreme tome already) and have more fun if you just roll up a Half-Orc kensei III and follow the excellent advice about investing in STR, power attack, full kensei enhancements and fighter haste boost.

    +3 Greater Heart of Wood: 1995 (saved)
    +2 Tome of Supreme Ability: 2495 (saved)
    Half-Orc race : 1295 (Even if you buy another slot it's cheaper than either of the above.)
    Blazing through the levels you already know with a new over-sized twinked out hulk of destruction: priceless.

    I can provide a build if you want to see an example.

    Happy Adventuring!
    "What? Where?" *clunk, thud* :-)

  16. #16
    Community Member
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    Default Graymoon2

    I kept the falchion for your flavor. You can easily respec to any slashing two hander (great axes, Sword of Shadow) with just plat at any time.

    12 INT is there if you want to use a +2 tome and replace a couple toughness feats for improved trip (and the Combat Expertise prereq) and a little UMD. You could instead lower that to 10 or 6 and leave out intimidate and/or jump if you prefer but they can be fun.

    You'll enjoy a couple extra Power Surges and action boosts with half orc. You may also opt for Haste Boost IV instead of the 20 HP from the two Toughness II enhancements.

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Orc Male
    (20 Fighter) 
    Hit Points: 452
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 15
    Reflex: 5
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             20                 25                   30
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence         12                 12                   12
    Wisdom                8                  8                    8
    Charisma              6                  6                    6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                -2                 -2                    1
    Concentration         3                  3                    6
    Diplomacy            -2                 -2                    1
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                 -1                 -1                   -1
    Hide                 -1                 -1                   -1
    Intimidate            0                 21                   24
    Jump                  9                 32                   32
    Listen               -1                 -1                   -1
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                1                  1                    1
    Search                1                  1                    1
    Spot                 -1                 -1                   -1
    Swim                  5                 10                   10
    Tumble                0                  0                    0
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+2)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Half-Orc Orc Blood
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Orcish Melee Damage I
    Enhancement: Fighter Strength I
    
    
    Level 3 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Orcish Extra Action Boost I
    
    
    Level 5 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Attack Boost II
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Falchion Mastery I
    Enhancement: Fighter Kensei I
    
    
    Level 7 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Strength II
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Falchion Specialization I
    Enhancement: Orcish Strength II
    
    
    Level 9 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Enhancement: Fighter Attack Boost III
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 11 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Strength III
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Kensei Falchion Mastery II
    Enhancement: Fighter Kensei II
    
    
    Level 13 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Orcish Power Attack I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness II
    
    
    Level 14 (Fighter)
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Great Weapon Aptitude I
    
    
    Level 15 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Selected) Toughness
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Falchion Specialization II
    
    
    Level 17 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Orcish Melee Damage II
    
    
    Level 18 (Fighter)
    Skill: Intimidate (+2)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Feat: (Selected) Toughness
    Enhancement: Kensei Falchion Mastery III
    Enhancement: Fighter Kensei III
    Enhancement: Orcish Extra Action Boost II
    
    
    Level 19 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Haste Boost III
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Weapon Alacrity
    Enhancement: Orcish Power Attack III
    "What? Where?" *clunk, thud* :-)

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