Code:
Character Plan by DDO Character Planner Version 3.8.1
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Level 20 Lawful Good Elf Male
(1 Fighter \ 1 Ranger \ 18 Wizard)
Hit Points: 222
Spell Points: 1386
BAB: 11\11\16\21
Fortitude: 13
Reflex: 13
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 10 12
Dexterity 16 21
Constitution 14 16
Intelligence 18 27
Wisdom 8 10
Charisma 10 12
Tomes Used
+2 Tome of Strength used at level 6
+2 Tome of Dexterity used at level 6
+2 Tome of Constitution used at level 6
+2 Tome of Intelligence used at level 6
+2 Tome of Wisdom used at level 6
+2 Tome of Charisma used at level 6
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff 0 1
Concentration 6 27
Diplomacy 0 1
Disable Device n/a n/a
Haggle 0 1
Heal -1 0
Hide 3 5
Intimidate 0 1
Jump 0 1
Listen -1 2
Move Silently 3 5
Open Lock n/a n/a
Perform n/a n/a
Repair 4 8
Search 4 10
Spot -1 2
Swim 0 1
Tumble n/a n/a
Use Magic Device 2 12
Level 1 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Point Blank Shot
Level 2 (Wizard)
Level 3 (Wizard)
Feat: (Selected) Toughness
Level 4 (Wizard)
Level 5 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Level 6 (Wizard)
Feat: (Selected) Rapid Shot
Level 7 (Wizard)
Level 8 (Wizard)
Level 9 (Wizard)
Feat: (Selected) Weapon Focus: Ranged Weapons
Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Precise Shot
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Selected) Manyshot
Feat: (Wizard Bonus) Quicken Spell
Level 16 (Wizard)
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 19 (Ranger)
Level 20 (Fighter)
Feat: (Fighter Bonus) Improved Precise Shot
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Elven Arcanum I
Enhancement: Elven Arcanum II
Enhancement: Elven Arcanum III
Enhancement: Elven Arcanum IV
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Elven Ranged Attack I
Enhancement: Elven Ranged Attack II
Enhancement: Elven Ranged Damage I
Enhancement: Elven Ranged Damage II
Enhancement: Fighter Critical Accuracy I
Enhancement: Wizard Improved Maximizing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Elven Arcane Archer I
Enhancement: Wizard Lineage of Force II
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Fighter Toughness I
Enhancement: Wizard Wand and Scroll Mastery I
Changes to note:
Elven Arcanum IV
Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.
Monsters that have been rendered helpless now take 50% additional damage from all harmful sources instead of being automatically critically hit by physical attacks. This affects all harmful damage, including attacks, spells, environmental effects, or other sources of damage. Damage is increased before resistances and damage reduction is applied.
Logic:
Paralyzing + X combo can be used to cause helplessness and can buff spell damage by 50%.
Slayer is good to have due to removed death guard.
Divine power clickie + manyshot for full bab and the result of four arrows toward both ends.
DCs suffer for CC, but some near SPless single target disables are gained and SP is conserved to allow for more casts.
Conjured arrows add nothing to greensteel bows, flame arrows cost 1 normal arrow per 50 flame arrows and add 1d6
High dex removes need for insightful reflexes.
Self buffs add to attack rolls.
No more using staffs on held monsters.
Questions:
How do i better optimize this?
How do i achieve even end stats?
Is elven ranged damage useful on this build?