The concept here is to have an elite opener build on a secondary free account you use for dual-boxing. This opener will generally just enter the quest and stand at the beginning, if she even bothers to actually go to the quest instead of just sharing it. Since she can be inside the quest at the entrance if you desire, let's give her quality buffs to buff you with. She's not actually running the quest, though, so only long-duration buffs.
Just doing that leaves a lot of value on the table, so let's give her top-notch trapping skills as well. Of course you can just twitch through most traps, but for the rare trap you just have to disable, it's nice to be able to handle it while soloing (dual-boxing) on a non-trapper without spending TP on a gold-seal hireling.
Finally, let's give her a little extra added value: The ability to invis herself, run out to get your soulstone and DDoor back to the start of the quest, then raise you and remove your death penalties. Oh yeah, and while we're at it might as well throw in teleport so she can move around quickly. And what the heck, divine vitality III just because I ran out of things to spend AP on.
Keep in mind this is intended to be part of a mule account, so completely free to play, no tomes, no bound crafting, no raid gear, and only 28pt build.
I present the 18/2 Cleric/Rogue "Mom" build. She'll wait patiently at the start of the quest while you boys go play, but if you scrape your knee she'll come a-runnin'! She also lets you store all your stuff at her house.
Key features:- Evasion with good reflex saves
- High trapping skills for her level
- High open Lock
- Extend for long-duration buffs:
- Freedom of Movement
- Deathward
- Greater Heroism
- Protection from Evil
- Resist Energy (notably Sonic to complement ship buffs)
- Dragonmark of Passage for nice mobility:
- Expeditious Retreat
- Teleport
- Just enough UMD to scroll invisibility in a pinch
Code:
Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page
Elite Opener
Level 24 True Neutral Human Female
(18 Cleric / 2 Rogue / 4 Epic)
Abilities 28pt 32pt
Strength 10 10
Dexterity 8 8
Constitution 14 14
Intelligence 18 18
Wisdom 12 12
Charisma 8 12
Skills Ranks
Search 23
Spot 23
Disable Device 23
Open Lock 23
UMD 13
Jump 4
Balance 4
Swim 4
Haggle 4
Tumble 4
Bluff 4
Heal 2
Spellcraft 2
Feats
1 : Insightful Reflexes
1H: Least Dragonmark of Passage
2C: Follower of the Sovereign Host
3 : Eschew Materials
6 : Extend Spell
7C: Unyielding Sovereignty
9 : Resilience
12 : Nimble Fingers
15 : Skill Focus: Open Lock
18 : Lightning Reflexes or Extra Turning
21E: Great Ability: Intelligence
24E: Great Ability: Intelligence
Unyielding Sentinel
Charisma VI
Endless Turning III
Brace for Impact II
Healing Hands
Endless Lay On Hands III
Twist 1: (none)
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spellcraft (+2)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Insightful Reflexes
Feat: (Human Bonus) Least Dragonmark of Passage
Enhancement: Human Core: Human Versatility: Skill Boost
Enhancement: Human1: Awareness I
Enhancement: Human1: Awareness II
Enhancement: Human1: Awareness III
Level 2 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Deity) Follower of the Sovereign Host
Spell (1): Cure Light Wounds
Spell (1): Protection from Evil
Spell (1): Bless
Enhancement: Human1: Orien Dragonmark Focus I
Enhancement: Human2: Nimble Fingers I
Enhancement: Human2: Nimble Fingers II
Enhancement: Human2: Nimble Fingers III
Level 3 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Eschew Materials
Spell (1): <any>
Enhancement: Human2: Lesser Dragonmark of Passage
Enhancement: Human3: Greater Dragonmark of Passage
Level 4 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Cure Moderate Wounds
Spell (2): Find Traps
Spell (2): Resist Energy
Enhancement: Human Core: Human Adaptability: Wisdom
Enhancement: Human3: Heroism
Level 5 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (1): <any>
Spell (2): Bear's Endurance
Enhancement: Human4: Greater Heroism
Enhancement: Warpriest Core: Smite Foe
Enhancement: Warpriest1: Toughness I
Level 6 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Extend Spell
Spell (3): Cure Serious Wounds
Spell (3): Aid, Mass
Spell (3): Magic Circle Against Evil
Enhancement: Warpriest1: Toughness II
Enhancement: Warpriest1: Toughness III
Enhancement: Warpriest1: Awareness I
Enhancement: Warpriest1: Awareness II
Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Bull's Strength
Spell (3): Remove Curse
Enhancement: Warpriest2: Inflame I
Enhancement: Warpriest2: Inflame: Saving Throws I
Enhancement: Warpriest2: Inflame II
Enhancement: Warpriest2: Inflame: Saving Throws II
Level 8 (Rogue)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+7)
Enhancement: Warpriest2: Inflame III
Enhancement: Warpriest2: Inflame: Saving Throws III
Enhancement: Warpriest3: Wisdom
Level 9 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Resilience
Spell (1): <any>
Spell (4): Cure Critical Wounds
Spell (4): Death Ward
Spell (4): Freedom of Movement
Enhancement: Mechanic Core: Arbalester
Enhancement: Mechanic1: Awareness I
Enhancement: Mechanic1: Awareness II
Enhancement: Mechanic1: Awareness III
Level 10 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (3): Remove Disease
Spell (4): Restoration
Enhancement: Warpriest1: Awareness III
Enhancement: Mechanic1: Mechanics I
Enhancement: Mechanic1: Mechanics II
Enhancement: Mechanic1: Mechanics III
Level 11 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Eagle's Splendor
Spell (5): Cure Light Wounds, Mass
Spell (5): True Seeing
Spell (5): Raise Dead
Enhancement: Human3: Skill Mastery
Enhancement: Mechanic2: Skill Boost I
Level 12 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Nimble Fingers
Spell (4): Neutralize Poison
Spell (5): Protection from Elements
Enhancement: Mechanic2: Skill Boost II
Enhancement: Mechanic2: Skill Boost III
Level 13 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (3): <any>
Spell (6): Cure Moderate Wounds, Mass
Spell (6): Heal
Spell (6): Harm
Enhancement: Human1: Action Surge: Intelligence I
Enhancement: Human1: Action Surge: Intelligence II
Enhancement: Human2: Action Surge: Dexterity I
Enhancement: Human2: Action Surge: Dexterity II
Level 14 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Spell Resistance
Spell (6): Heroes Feast
Enhancement: Human1: Orien Dragonmark Focus II
Enhancement: Human1: Orien Dragonmark Focus III
Enhancement: Human3: Action Surge: Constitution I
Enhancement: Human3: Action Surge: Constitution II
Level 15 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Skill Focus: Open Lock
Spell (4): Panacea
Spell (7): Cure Serious Wounds, Mass
Spell (7): Resurrection
Spell (7): Greater Restoration
Enhancement: Human Core: Human Versatility: Saves Boost
Enhancement: Warpriest3: Inflame: Energy Absorption I
Enhancement: Warpriest3: Inflame: Energy Absorption II
Enhancement: Warpriest3: Inflame: Energy Absorption III
Level 16 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (6): <Any>
Spell (7): Spell Resistance, Mass
Enhancement: Divine Disciple Core: Divine Emissary of Light
Enhancement: DD1: Divine Vitality I
Enhancement: Radiant Servant Core: Healing Domain
Enhancement: RS1: Extra Turning I
Level 17 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (5): Stalwart Pact
Spell (8): Cure Critical Wounds, Mass
Spell (8): Death Ward, Mass
Spell (8): Death Pact
Enhancement: DD1: Divine Vitality II
Enhancement: DD1: Divine Vitality III
Enhancement: RS1: Extra Turning II
Enhancement: RS1: Extra Turning III
Level 18 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Lightning Reflexes or Extra Turning
Spell (7): Restoration, Mass
Spell (8): <Any>
Enhancement: RS1: Divine Cleansing I
Enhancement: RS1: Divine Cleansing II
Level 19 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (6): <Any>
Spell (9): Heal, Mass
Spell (9): True Resurrection
Enhancement: RS1: Divine Cleansing III
Enhancement: RS3: Unyielding Sovereignty I
Level 20 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (8): <Any>
Spell (9): <Any>
Enhancement: Human Core: Human Adaptability: Charisma
Enhancement: RS3: Charisma
Level 21 (Epic)
Feat: (Selected) Great Ability: Intelligence
Level 24 (Epic)
Ability Raise: INT
Feat: (Selected) Great Ability: Intelligence
<End of Build>
It's way overbuilt; I don't expect to ever actually get destinies, or even get it much past level 15, to be honest. If I enjoy leveling the first one up to 15 I may make additional ones for levels 3, 7 and 11. I figure it should be able to handle elite traps a level above, meaning a level 7 could handle level 8 quests on elite. That lets it open 5-8 for bravery.
Gear is about as simple as it gets. One item each for:
1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom (Sacred Band)
6. Charisma
7. Spot
8. Search
9. Disable Device
10. Open Lock
11. Reflex Save (superior stability)
12. False Life
Assuming no trinket because it's a free account, that leaves 10 accessories, 1 outfit and 2 weapons. Stick false life on a weapon and you still have an empty hand with everything you could ever want covered. I don't envision investing much in gear; I'll likely just go with whatever she finds in end rewards. Maybe I'll craft her some trapping gear, but meh.
Human (31 AP)
Core: Versatility: Skills
Core: Adaptability: Wisdom
Core: Versatility: Saves
Core: Greater Adaptability: Charisma
Tier 1: Orien Dragonmark Focus III
Tier 1: Awareness III
Tier 1: Action Surge: Intelligence II
Tier 2: Lesser Dragonmark
Tier 2: Nimble Fingers III
Tier 2: Action Surge: Dexterity II
Tier 3: Greater Dragonmark
Tier 3: Skill Mastery
Tier 3: Action Surge: Constitution II
Tier 3: Heroism
Tier 4: Greater Heroism
Warpriest (18 AP)
Core: Smite Foe
Tier 1: Toughness III
Tier 1: Awareness III
Tier 2: Inflame III
Tier 2: Inflame: Saving Throws III
Tier 3: Inflame: Energy Absorption III
Tier 3: Wisdom
Mechanic (13 AP)
Core: Arbalester
Tier 1: Mechanics III
Tier 1: Awareness III
Tier 2: Skill Boost III
Radiant Servant (14 AP)
Core: Healing Domain
Tier 1: Extra Turning III
Tier 1: Divine Cleansing III
Tier 3: Unyielding Sovereignty
Tier 3: Charisma
Divine Disciple (4 AP)
Core: Emissary of Light
Tier 1: Divine Vitality III