Well, I'm back with a new build for a new age of DDO. This is NOT similar to the Valiance builds by any means, just to get that out of the way. This build is also NOT RECOMMENDED FOR NEWCOMERS, as you do need quite a bit of in-game DDO knowledge to use this build to full capacity. The build goes as...
This is an extreme multipurpose build whose only real weak point is no conversation skills. I'll list the pros and cons first before discussingCode:Character Plan by DDO Character Planner Version 03.12.01 DDO Character Planner Home Page Level 20 Lawful Neutral Human Male (2 Monk \ 17 Cleric \ 1 Artificer) Hit Points: 243 Spell Points: 1312 BAB: 13\13\18\23 Fortitude: 16 Reflex: 11 Will: 22 Starting Feat/Enhancement Abilities Base Stats Modified Stats (36 Point) (Level 1) (Level 20) Strength 14 18 Dexterity 15 17 Constitution 14 16 Intelligence 16 20 Wisdom 14 24 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 +4 Tome of Strength used at level 15 +4 Tome of Intelligence used at level 15 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 2 3 Bluff -1 0 Concentration 2 4 Diplomacy -1 0 Disable Device 7 28 Haggle -1 0 Heal 2 9 Hide 2 3 Intimidate -1 0 Jump 2 4 Listen 2 7 Move Silently 2 3 Open Lock 6 13 Perform n/a n/a Repair 3 5 Search 7 27 Spot 6 17 Swim 2 4 Tumble n/a n/a Use Magic Device 3 23 Level 1 (Artificer) Feat: (Past Life) Past Life: Cleric Feat: (Past Life) Past Life: Cleric Feat: (Selected) Point Blank Shot Feat: (Human Bonus) Two Weapon Fighting Feat: (Automatic) Artificer Construct Mastery Feat: (Automatic) Artificer Knowledge: Scrolls Feat: (Automatic) Attack Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow Feat: (Automatic) Heroic Durability Feat: (Automatic) Inscribe Artificer Scroll Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Magical Training Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Rapid Reload Feat: (Automatic) Revive Iron Defender Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Trapfinding Feat: (Automatic) Unleash Iron Defender Level 2 (Monk) Feat: (Monk Bonus) Stunning Fist Feat: (Automatic) AC Bonus Feat: (Automatic) Defensive Fighting Feat: (Automatic) Disciple of Breezes Feat: (Automatic) Disciple of Candles Feat: (Automatic) Disciple of Pebbles Feat: (Automatic) Disciple of Puddles Feat: (Automatic) Exotic Weapon Proficiency: Kama Feat: (Automatic) Exotic Weapon Proficiency: Shuriken Feat: (Automatic) Finishing Moves Feat: (Automatic) Flurry of Blows Feat: (Automatic) Martial Weapon Proficiency: Handaxe Feat: (Automatic) Unarmed Strike Level 3 (Cleric) Feat: (Selected) Empower Healing Spell Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Turn Undead Level 4 (Monk) Feat: (Monk Bonus) Power Attack Feat: (Automatic) Evasion Feat: (Automatic) Meditation Feat: (Automatic) Sunder Feat: (Automatic) Trip Level 5 (Cleric) Level 6 (Cleric) Feat: (Selected) Extend Spell Level 7 (Cleric) Level 8 (Cleric) Level 9 (Cleric) Feat: (Selected) Quicken Spell Level 10 (Cleric) Level 11 (Cleric) Level 12 (Cleric) Feat: (Selected) Maximize Spell Level 13 (Cleric) Level 14 (Cleric) Level 15 (Cleric) Feat: (Selected) Improved Critical: Slashing Weapons Level 16 (Cleric) Level 17 (Cleric) Level 18 (Cleric) Feat: (Selected) Empower Spell Level 19 (Cleric) Level 20 (Cleric) Enhancement: Artificer Crossbow Damage I Enhancement: Cleric Radiant Servant I Enhancement: Cleric Radiant Servant II Enhancement: Unyielding Sovereignty Enhancement: Follower of the Sovereign Host Enhancement: Human Adaptability Wisdom I Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Human Versatility III Enhancement: Human Versatility IV Enhancement: Way of the Patient Tortoise I Enhancement: Improved Heal I Enhancement: Improved Heal II Enhancement: Cleric Prayer of Life I Enhancement: Cleric Prayer of Life II Enhancement: Cleric Prayer of Life III Enhancement: Cleric Prayer of Incredible Life I Enhancement: Cleric Prayer of Incredible Life II Enhancement: Cleric Prayer of Incredible Life III Enhancement: Cleric Life Magic I Enhancement: Cleric Life Magic II Enhancement: Cleric Life Magic III Enhancement: Cleric Life Magic IV Enhancement: Repair Manipulation I Enhancement: Cleric Energy of the Zealot I Enhancement: Cleric Energy of the Zealot II Enhancement: Cleric Energy of the Zealot III Enhancement: Cleric Energy of the Zealot IV Enhancement: Cleric Wisdom I Enhancement: Cleric Wisdom II Enhancement: Cleric Divine Vitality I Enhancement: Cleric Extra Turning I Enhancement: Cleric Extra Turning II Enhancement: Cleric Extra Turning III Enhancement: Cleric Extra Turning IV Enhancement: Cleric Improved Turning I
PROS:
-Moderately High AC
-Full Healing Capacity
-Full Weapon Range (Repeater far, Any weapon mid, Fists close)
-Bonus 20% damage to Blade Barrier (Enhancement)
-Slightly more SP than normal (You get 100 bonus SP for first level of any Spellcaster class, like Artificer)
-High Saves
-Evasion
-Epic Trap&Door skills (Full Search, Full Disable, 10 points in Open Lock)
-Full UMD capacity
-Functional Spot (10 points in Spot)
-No Skill Penalties from Armor
-Access to all non-exotic weapons and shields (Master's Touch)
-Monk Stances
-Additional +2 to UMD check for scrolls
-High Crit Range for Slashing Weapons (Sword of Shadows! Falchions, Scims, etc)
-Run & Gun capability
-Free Gimp Doggy (for those moments where you need hirelings to press a switch elsewhere)
-No restriction on at-level Artificer Spell Scrolls (UMD-less Reconstruct)
-Scrolled Mass Remove Curse (not tested yet, but use Arti Spell and Remove Curse Bottle)
-Customizable and Adjustable play style
CONS:
-Moderate HP (no Toughness Feat or HP enchancements)
-No Talk Skills
-38~40 HP doggy (-100 SP upon doggy death)
-Low Spell DCs
-No Divine Intervention
This build was specifically and originally designed to counter every single drawback of a PUG party. While the build does not excel in areas outside of Heal and Traps, it is still a force to be reckoned with. You will have pages and pages of equipment, each to adapt to any and every situation encountered. It has multiple methods of soloing: AC Melee, Run-and-Gun, Spell casting, Evasion Spell Absorber. This character can practically wear anything with the exception of a few Exotics (Dwarven Axe, Khopesh, Bastard Swords), and can use them all with exceptional efficiency; with fists, TWF, THF, and a repeating crossbow at the ready there's no enemy (that isn't hidden behind some sort of wall/barrier) that you can't reach. Plain Clothing, Lightly Armored, Fully Armored, (Legend of Zelda) Link Cosplaying, all can be done to adapt to any situation (Light Armor for Rogue Bonuses, Shields and heavy for DR bonuses, etc).
With a full-party-in-one build, it would not be complete without a gimp of some sort. And here we introduce the dumb little doggy. It comes with features such as running through traps, attacking the wrong mob, breaking explosive barrels, no fortification, absolutely no HP, AND it comes with the full capability of taking away 100 SP at its death to further simulate that "carrying a gimp through a quest" experience. Not sure if a chest is trapped? Not sure if walking through that quiet hall will be your last? Get that itching feeling that something is going to pop out in front of you if you take a step further? Don't remember where that trap you can't spot was? Explosive Barrels blocking your way? Just send the gimped doggy! It even has that one special function of running away with your soul stone and getting into that switch/door locked shrine! Get your dumb little doggy today!