Hi, I'm relatively new to the forums (although I'm not new to the game ^_^) I was mucking around the DDO Character Planner when I came up with this crazy idea for a build:
Sorry about all the enhancements applied at level 20, it just works better for me to plan my character that way :PCode:Character Plan by DDO Character Planner Version 3.8.0 DDO Character Planner Home Page Felsorn Palavari Level 20 Chaotic Good Human Male (2 Rogue \ 6 Ranger \ 12 Wizard) Hit Points: 210 Spell Points: 1052 BAB: 13\13\18\23 Fortitude: 10 Reflex: 16 Will: 13 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 15 18 Dexterity 15 19 Constitution 10 13 Intelligence 15 24 Wisdom 14 16 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 6 22 Bluff -1 0 Concentration 2 23.5 Diplomacy -1 0 Disable Device 6 24.5 Haggle -1 0 Heal 2 3 Hide 6 18 Intimidate -1 0 Jump 6 9 Listen 2 3 Move Silently 6 18 Open Lock 6 23 Perform n/a n/a Repair 2 7 Search 6 24 Spot 6 24.5 Swim 6 9 Tumble 6 12.5 Use Magic Device n/a n/a Level 1 (Rogue) Feat: (Human Bonus) Point Blank Shot Feat: (Selected) Toughness Level 2 (Rogue) Level 3 (Ranger) Feat: (Favored Enemy) Favored Enemy: Elemental Feat: (Selected) Weapon Focus: Ranged Weapons Level 4 (Ranger) Level 5 (Ranger) Level 6 (Ranger) Feat: (Selected) Mental Toughness Level 7 (Ranger) Feat: (Favored Enemy) Favored Enemy: Construct Level 8 (Ranger) Level 9 (Wizard) Feat: (Selected) Extend Spell Feat: (Wizard Bonus) Spell Focus: Necromancy Level 10 (Wizard) Level 11 (Wizard) Level 12 (Wizard) Feat: (Selected) Greater Spell Focus: Necromancy Level 13 (Wizard) Feat: (Wizard Bonus) Improved Mental Toughness Level 14 (Wizard) Level 15 (Wizard) Feat: (Selected) Improved Critical: Ranged Weapons Level 16 (Wizard) Level 17 (Wizard) Level 18 (Wizard) Feat: (Wizard Bonus) Augment Summoning Feat: (Selected) Greater Two Weapon Fighting Level 19 (Wizard) Level 20 (Wizard) Enhancement: Ranger Skill Boost I Enhancement: Ranger Skill Boost II Enhancement: Human Adaptability Intelligence I Enhancement: Human Greater Adaptability Constitution I Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Human Versatility III Enhancement: Human Versatility IV Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III Enhancement: Ranger Deepwood Sniper I Enhancement: Rogue Faster Sneaking I Enhancement: Rogue Sneak Attack Accuracy I Enhancement: Rogue Sneak Attack Training I Enhancement: Improved Disable Device I Enhancement: Improved Hide I Enhancement: Improved Hide II Enhancement: Improved Move Silently I Enhancement: Improved Move Silently II Enhancement: Improved Open Lock I Enhancement: Improved Spot I Enhancement: Improved Spot II Enhancement: Wizard Lineage of Elements I Enhancement: Wizard Lineage of Deadly Elements I Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Ranger Dexterity I Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence III Enhancement: Rogue Improved Trap Sense I Enhancement: Shroud of the Lich Enhancement: Wizard Pale Master I Enhancement: Wizard Pale Master II Enhancement: Summon Blackbone Archer Enhancement: Summon Skeleton Archer Enhancement: Summon Blackbone Knight Enhancement: Summon Skeletal Knight Enhancement: Summon Blackbone Mage Enhancement: Summon Skeletal Mage Enhancement: Shroud of the Wraith
The idea behind it was to be able to do some trap-monkeying on top of spellcasting/summoning (pale master) and to possibly go into lich or wraith form to deal some serious ranged/melee damage.
Plus:
Could have some good all-around adaptability. The focus on a combination of trap-sensing/disabling, spellcasting and melee/ranged damage could make this character more versatile and possibly a tad more survivable than, say, a pure wizard. Also, being human gave him extra stat-boosting enhancements, as well as an extra feat.
Minus:
Might not have the most powerful spells by endgame for them to be any good. Same goes for trap-sensing/disabling (I tried to get around that by improving his skill boosts as much as I could). Also, the lack of Use Magic Device could hurt the character until he started getting his wizard levels.
Questions on the build:
What if I spent a feat on trap-making? Is that possible at Rogue level 2? I don't know that much about it, but it would give this character an extra edge to take advantage of.
Comment on this build! I want to see what the forum community thinks about this build! Also, if you have any suggestions on how to possibly improve the build, it would be fantastic ^_^
Sincerely,
Forinos