I've been mulling over creating a toon with good soloing ability for some time as I often play early in the morning when putting together groups can be tough--and sometimes I just don't want to play in a group. Now, I've always loved being able to take care of traps; playing my cleric is a joy because of the nice buffs, resistances, healing, and I like being a character that is usually always in demand; but I also like the relative simplicity of melee classes being able to simply run up and smash things. Throwing all these factors together, I came up with this concept. I don't know if it's been done before, so please don't bash me if someone else on the forum posted something similar eons ago--I've only read a couple of the posts on the first page to get a feel for feat and spell selection.
Now, I'm posting this because I'd like feedback on a few points (and in general if I'm overlooking something). Please note a few premises I'm working with:
1) I'm not considering tomes because I won't spend TP on them, and I don't know how long it will take to loot them while questing. If I get some +2 tomes for key stats, great, but I'm not assuming their use.
2) I'm not building this toon based on gear I expect to have because I don't have it now, and again, I don't know how long with will take to loot good gear. Once I get good gear, though, even better.
3) I'm not looking to create an uber-toon, but rather a toon that can do well in several areas, namely meleeing, healing, and trapping. I know I'll never be as good as other toons that attempt to max these areas, but I'm fine with that, as long as I don't end up completely worthless. :-)
4) I know with WIS dumped that my DC's will suck, but I've read here that BB is still good even with a bad DC--please comment on this for those who've tried this. I'm willing to accept that greater command, cometfall, and the like will have no place in this build due to bad DC's.
5) The idea is to use a falchion for melee.
These are the points I'd like feedback on:
1) Anything important I might be overlooking regarding feats or anything else in general.
2) spell list -- because of the splash, I'm limited to 2 level 8 spells (I chose holy aura and summon monster VIII for the air elemental knockdown effect) and 1 level 9 spell (Mass heal seemed like a solid choice). I used Mellkor's spell list he gave for his FvS Lord of Blades build and modified it slightly to my taste. This is my plan with comments on where I'd like feedback:
Level 1:
Divine Favor
Cure Light Wounds ----switch to---> Obscuring Mist
Night Shield
Shield of Faith ---switch to--> Remove Fear
Level 2:
Eagles Splendor
Resist Energy
Cure Moderate---switch to -> Deific Vengeance
Lesser Restoration ---- switch to --> Remove Paralysis
Level 3:
Mass Aid
Cure Serious ---switch to ----> Remove Curse
Magic Circle Against Evil
Prayer
Level 4:
Divine Power
Cure Critical ----- switch to ---> Freedom of Movement
Mass Shield of Faith
Restoration ---- switch to ---> Recitation
Level 5:
Spell Resistance ----- switch to ---> Break Enchantment
True Seeing
Protection from Elements
Raise Dead (can be switched, but to what???)
Level 6:
Blade Barrier
Heal
Mass Cure Moderate (this should still be useful at later levers for topping off so as to not spend massive sp on mass heal, correct? If not, what should this be switched to?)
Level 7:
Resurrection
Mass Spell Resistance
Greater Restoration (to be able to remove negative levels primarily)
Level 8:
Holy Aura
Summon Monster VIII
(How is Death Pact? I’m giving it up in favor of Holy Aura. What are pros and cons?)
(Mass Death Ward: no room for it. I’m assuming that most players will have death ward clickie from Tangleroot…)
Level 9:
Mass Heal
(How is Summon Monster IX? I’ve never used it before, but doubt it’s better than mass heal…)
Code:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page
Totale Failure
Level 20 Neutral Good Half-Elf Female
(2 Rogue \ 18 Favored Soul)
Hit Points: 268
Spell Points: 1671
BAB: 14\14\19\24
Fortitude: 13
Reflex: 13
Will: 10
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 8 8
Constitution 14 14
Intelligence 16 16
Wisdom 8 8
Charisma 14 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 14
Bluff 2 3
Concentration 4 22
Diplomacy 2 3
Disable Device 7 21
Haggle 6 7
Heal -1 -1
Hide -1 -1
Intimidate 2 3
Jump 7 16
Listen 3 3
Move Silently -1 -1
Open Lock 3 3
Perform n/a n/a
Repair 3 3
Search 7 26
Spot 3 3
Swim 3 6
Tumble 3 3
Use Magic Device 6 7
Level 1 (Rogue)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
Feat: (Selected) Toughness
Enhancement: Rogue Haste Boost I
Enhancement: Human Versatility I
Enhancement: Rogue Improved Trap Sense I
Level 2 (Favored Soul)
Feat: (Diety) Favored by the Sovereign Host
Enhancement: Favored Soul Attack Boost I
Enhancement: Human Improved Recovery I
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion I
Level 3 (Favored Soul)
Feat: (Selected) Extend Spell
Enhancement: Half-Elf Strategy (Trip) I
Enhancement: Racial Toughness I
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Wand and Scroll Mastery I
Level 4 (Favored Soul)
Ability Raise: STR
Enhancement: Human Versatility II
Enhancement: Favored Soul Prayer of Life I
Level 5 (Favored Soul)
Enhancement: Human Adaptability Charisma I
Enhancement: Favored Soul Life Magic II
Level 6 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Enhancement: Favored Soul Attack Boost II
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Favored Soul Energy of the Scion II
Level 7 (Favored Soul)
Enhancement: Unyielding Sovereignty
Level 8 (Favored Soul)
Ability Raise: STR
Enhancement: Human Versatility III
Level 9 (Favored Soul)
Feat: (Selected) Power Attack
Enhancement: Favored Soul Life Magic III
Enhancement: Half-Elf Fighter Strength I
Level 10 (Rogue)
Enhancement: Human Versatility IV
Level 11 (Favored Soul)
Enhancement: Favored Soul Attack Boost III
Level 12 (Favored Soul)
Ability Raise: STR
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Quicken Spell
Enhancement: Half-Elf Strategy (Trip) II
Enhancement: Favored Soul Energy of the Scion III
Level 13 (Favored Soul)
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Charisma I
Level 14 (Favored Soul)
Enhancement: Favored Soul Attack Boost IV
Level 15 (Favored Soul)
Feat: (Selected) Maximize Spell
Enhancement: Favored Soul Life Magic IV
Level 16 (Favored Soul)
Ability Raise: STR
Enhancement: Favored Soul Prayer of Incredible Life II
Level 17 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Cold
Enhancement: Favored Soul Prayer of Life III
Enhancement: Favored Soul Prayer of Incredible Life III
Level 18 (Favored Soul)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Human Improved Recovery II
Level 19 (Favored Soul)
Enhancement: Racial Toughness II
Enhancement: Favored Soul Spell Penetration I
Level 20 (Favored Soul)
Ability Raise: STR
Enhancement: Favored Soul Spell Penetration II