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  1. #1
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    Jun 2013
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    Default 12ranger/6pally/2fighter

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (2 Fighter \ 6 Paladin \ 12 Ranger) 
    Hit Points: 358
    Spell Points: 318 
    BAB: 20\20\25\30\30
    Fortitude: 23
    Reflex: 14
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             17                    26
    Dexterity            11                    15
    Constitution         16                    21
    Intelligence          8                     8
    Wisdom               15                    17
    Charisma             10                    11
    
    Tomes Used
    +3 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +3 Tome of Constitution used at level 1
    +2 Tome of Wisdom used at level 1
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                 13.5                 13.5
    Bluff                 0                  0                    0
    Concentration         8                 22                   22
    Diplomacy             0                  0                    0
    Disable Device       n/a               n/a                   n/a
    Haggle                0                  0                    0
    Heal                  3                  3                    3
    Hide                  1                  2                    2
    Intimidate            0                  0                    0
    Jump                  9                 29                   31
    Listen                3                  3                    3
    Move Silently         1                  2                    2
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  7                 20                   20
    Swim                  9                 14                   14
    Tumble                n/a               n/a                   n/a
    Use Magic Device      2                  9.5                  9.5
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Dodge
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 3 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Fighter Bonus) Mobility
    
    
    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 5 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Diehard
    
    
    Level 6 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Automatic) Precise Shot
    Spell (1): Camouflage
    Spell (1): Cure Light Wounds
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 8 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 9 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spring Attack
    Feat: (Automatic) Improved Wild Empathy
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Sprint Boost II
    Enhancement: Ranger Sprint Boost III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Tempest I
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Ranger Energy of the Wild I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 10 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Protection From Energy
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    
    
    Level 11 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Evasion
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Feat: (Selected) Cleave
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Smite Evil
    
    
    Level 13 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 14 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Charisma I
    
    
    Level 15 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Greater Two Weapon Fighting
    Feat: (Automatic) Improved Precise Shot
    Spell (3): Cure Moderate Wounds
    Spell (3): Neutralize Poison
    Spell (3): Remove Disease
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts
    
    
    Level 17 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Feat: (Selected) Great Cleave
    Feat: (Automatic) Turn Undead
    Spell (1): Bless
    Spell (1): Divine Favor
    Spell (1): Lesser Restoration
    Spell (1): Lionheart
    Spell (1): Protection From Evil
    Spell (1): Resistance
    Spell (1): Seek Eternal Rest
    Spell (1): Virtue
    
    
    Level 19 (Paladin)
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    
    
    Level 20 (Paladin)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Jump (+0.5)
    Feat: (Automatic) Remove Disease
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Racial Toughness III
    Enhancement: Ranger Tempest II

  2. #2
    Community Member Zarquine's Avatar
    Join Date
    Aug 2010
    Posts
    110

    Default

    Okay, a few things I noticed after a superficial glance:

    - If you want to do anything with Paladin, get your CHA higher, most Paladin stuff relies on CHA (Smites, Lay on Hands, Divine Grace, ect).

    - Lower WIS, you can start with 8 WIS and get a +5 WIS item to use lvl 3 spells and SP shouldn't be a problem (IMHO).

    - The .5 points in skills will give you nothing.

    - Don't put skill points into Swim.

    - UMD 9 at lvl 20 will give you nothing, take a look here: http://ddowiki.com/page/Use_Magic_Device#Benchmarks

    - Oversized Two Weapon Fighting isn't really needed, you should not have problems to hit mobs after U14.

  3. #3
    Community Member Stoner81's Avatar
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    Jul 2012
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    Rangers only need 14 WIS to be able to cast all their spells so many people dump WIS and get a +6 item for this reason though not sure on how much it will affect your Pally levels. Don't bother putting points in to Swim it's fairly useless, only put 10 full ranks in to Jump since Rangers get the Jump spell and the skill caps out at 40. You need more points in Dexterity for your to hit with bows so I would move points from WIS to it and if you have any left over some in to INT for more skills. If you want UMD then you need to max it out at every level including creation otherwise it won't do any good.

    Depending on why you want that split I would suggest maybe 12 Ranger, 6 Monk and 2 Pally though I have no idea if this would be viable the only I say it is due to 10K Stars from Monk plus the extra feat it gives and early Evasion. Pally levels give you better saves by adding your CHA modifier to them but needs some investment to be worth it.

    Stoner81.

  4. #4
    Community Member
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    Quote Originally Posted by Stoner81 View Post
    Rangers only need 14 WIS to be able to cast all their spells so many people dump WIS and get a +6 item for this reason though not sure on how much it will affect your Pally levels. Don't bother putting points in to Swim it's fairly useless, only put 10 full ranks in to Jump since Rangers get the Jump spell and the skill caps out at 40. You need more points in Dexterity for your to hit with bows so I would move points from WIS to it and if you have any left over some in to INT for more skills. If you want UMD then you need to max it out at every level including creation otherwise it won't do any good.

    Depending on why you want that split I would suggest maybe 12 Ranger, 6 Monk and 2 Pally though I have no idea if this would be viable the only I say it is due to 10K Stars from Monk plus the extra feat it gives and early Evasion. Pally levels give you better saves by adding your CHA modifier to them but needs some investment to be worth it.

    Stoner81.
    The reason I don't want to go 12 ranger 6 monk and 2 pally I was want to twf and you get un center when u use certain weapons even when u are trained so what would ya say about the umd?

  5. #5
    Community Member Lauf's Avatar
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    Jun 2011
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    Quote Originally Posted by FistsofHeals View Post
    The reason I don't want to go 12 ranger 6 monk and 2 pally I was want to twf and you get un center when u use certain weapons even when u are trained so what would ya say about the umd?
    forgive me for asking, but why did you go with that level split? (12 ranger 6 pally 2 fighter)
    what are you hoping to gain by going 6 pally over 6 fighter, for example.

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