Introducing Jack. Not so much a jack-of-all-trades but still a very versatile melee character. Elf Whirling Steel Strike Monk Ninja Spy Ranger Tempest Rogue.
Why did I play this build? Well because I had a lot of longswords left over from my previous life as a Cleric I didn't want to see go to waste. Mostly crowd control and situational weapons like paralyzers, vorpals and smiters that when used right can be more effective than all out DPS. Note to the number crunchers, nothing on this build is static so I cannot provide a break down for hit points or armor class so I'll try to provide ranges I experience during normal play.
Weaknesses... well pretty obvious being an elf he has lower constitution so feats need to be dedicated to toughness. Stats are split 4 ways so strength is not maxed (the horror, -1 to hit and damage) constitution is only 14 and intelligence is too low to have both open locks and search/disable traps. Hence, I do not recommend this build for 28 point characters, 32 point would work with 2 less wisdom at creation and wait until 7 for a tome. Also, not being pure monk means that unarmed damage is poor and will be dependent on weapons (kinda the point for me)
To overcome some of those weaknesses one must play on the strengths of an elf (they do have some). The inherent dex bonus makes it a little easier to make the 17 requirement for greater two weapon fighting. The longsword enhancements make up for the lower strength. And multi-classing allows wiggle room for the additional toughness feats.
Class choice break down:
Rogue
Well I wanted sneak attack damage and enhancements as well as the Haste Boost. As a second bonus it opens up either pick locks, which I did, or possibly search and disable traps. Personal preference here but won't likely make DCs on Elite most of the time.
Ranger
This gives a free two weapon fighting feat and the tempest 1 prestige enhancement. To get to tempest you require the Dodge, Mobility and Spring attack feats and I don't regret having them at all... well other than Mobility (completely useless). I surprised myself with the Many Shot feat that I came to use if range was needed so it's another trick in the versatility bag.
Monk
This was the main purpose for this incarnation, to get the past life feat. The bonus feats are great for Whirling Steel Strike and Toughness. Ki moves just add so much more to the versatility: different damage types, create vulnerability to sneak attacks and SHADOW FADE (I live in the shadows). It is very synergous with rogue sneak attack through the Ninja Spy prestige enhancement and with the ranger dexterity.
Hit points:
I range from 387 with no exceptional constitution item and in the wind stance to 487 with double mad stone non earth stance. I am also still missing my HP green steel item until tomorrow night when I can cleanse it. Once complete the build could easily top 500 and in the general case be at 450.
AC:
I range from 48ish non buffed to 55 with stances buffs and AC gear on. I often switch out my +4 insight, +4 natural armor and dodge bonuses for situational things like weapons, true sight and deathblock armor. The true key to not being hit is the improved invasion and Shadow Fade (10% incorporeal). Also, not getting agro but that is tough to do because of the sneak attack damage.
Build Highlights:
Improved Evasion
Wisdom bonus to AC
Ram's Might
Ki attacks
Shadow Fade (special mention)
Dual weapon effects (DPS, Min II and vorpal or paralyzer or smiter, or what ever combination is needed at the time)
Speedy
Abundant Step
Spell Resistance
Immunities
Enough preamble here it is. Let the constructive criticism commence, likes and dislikes. There is lots that can be done differently hence no two jackknives are the same Personal preference and style can be applied.
Code:
Character Plan by DDO Character Planner Version 3.7.2
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Jack Knife
Level 20 Lawful Good Elf Male
(13 Monk \ 1 Rogue \ 6 Ranger)
Hit Points: 282
Spell Points: 70
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 20
Will: 13
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 16 20
Constitution 14 14
Intelligence 10 10
Wisdom 14 16
Charisma 8 8
Tomes Used
+1 Tome of Dexterity used at level 3
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff -1 -1
Concentration 2 2
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 2
Heal 2 3
Hide 3 5
Intimidate -1 -1
Jump 3 7
Listen 2 5
Move Silently 3 5
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 2 5
Swim 3 5
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Rogue)
Feat: (Selected) Dodge
Feat: (Past Life) Past Life: Cleric
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Reptillian
Level 3 (Ranger)
Feat: (Selected) Weapon Focus: Slashing Weapons
Level 4 (Ranger)
Level 5 (Ranger)
Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Toughness
Level 7 (Ranger)
Level 8 (Monk)
Feat: (Monk Bonus) Whirling Steel Strike
Level 9 (Monk)
Feat: (Monk Bonus) Mobility
Feat: (Selected) Spring Attack
Level 10 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Monk)
Feat: (Monk Bonus) Toughness
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Power Attack
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Rogue Haste Boost I
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Static Charge
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Way of the Clever Monkey III
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Void Strike I
Enhancement: Void Strike II
Enhancement: Unbalancing Strike
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rain
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Tempest I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Ranger Dexterity I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II