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  1. #1

    Default Nude Run 1-20 build advice

    I'd like to challenge myself by doing a 'nude' run from 1-20 (no epics) without ever equipping anything, then reincarnating. No gear, no tools, no ship buffs. Nada. I won't carry anything either except for the collectables & ingredients bags for mysterious remnants, shrooms etc. This is meant to mimic the sacred path for role playing called "The Vow of Poverty."

    Edit: The visual documentation of the run is here.

    latest build proposal is
    here:
    https://www.ddo.com/forums/showthrea...=1#post5781201

    I am looking for build ideas that could pull this off with the least amount of mess. No warlock. Spell casters will need to waste a feat on eschew materials. No trapping since no thieve's tools. No hirelings. I might group, but only if I am the party leader and give fair warning of gimpness.


    Am thinking:

    • At least 3 monk for fists of light and evasion. Since I will not have weapons, I need the unarmed. Also, I want to be a melee, not a caster, since mana can run out. So a stunning fist build seems plausible and perfectly OP in heroics anyway.
    • Lots of self-buffing and self-healing. So either arcane or divine in the mix; arcane especially if I go warforged.
    • Not sure what my Tier 5 could be


    Some of my build ideas:


    1. Monk 3+- druid wolf form. I have not played wolf form/druid so not sure how well this will work.
    2. Monk/cleric with arcane splash
    3. Monk/wizard/cleric for PM form and cleric SLA neg energy burst
    4. Monk 6/wizard 6/fighter 9 warforged
    5. Possible use of Harper tree's free eschew materials/extend spell (that would be the tier 5 though).


    I like the idea of PM and Warforged for the immunities since I will not have any defensive gear (deathward, deathblock etc.)



    I have not decided if I will do this on my main or if I will create a new character. If it is on my main, it would be fun to get a PL: druid so that I could do this again in the future and take the active PL feat of Druid for summoning the flame blades. My main has a plethora of epic and past life feats that would make this pretty easy, though, whereas I want a challenge...


    All feedback appreciated, thank you in advance!
    Last edited by Saekee; 03-10-2016 at 07:25 AM. Reason: halfing PM

  2. #2
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Saekee View Post
    I like the idea of PM and Warforged for the immunities since I will not have any defensive gear (deathward, deathblock etc.)
    The problem with any spellcaster is you won't have any Spellpower, Spell Focus, etc. gear either, which is where a lot of the oomph from casters comes. Although I'd be curious to see if, say, a pure Fire Savant could still steamroll everything with just SLAs and no gear.
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  3. #3

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    Quote Originally Posted by unbongwah View Post
    The problem with any spellcaster is you won't have any Spellpower, Spell Focus, etc. gear either, which is where a lot of the oomph from casters comes. Although I'd be curious to see if, say, a pure Fire Savant could still steamroll everything with just SLAs and no gear.
    yes--but the spellcaster side is just for self-buffs since this will be a stunning fist melee.

    A nice thing about wiz or sorc levels is possibly the tier 5 of EK. That would give me a permanent bonus of tensers, handy when your only other stat buffs are stances and possibly the +4 ones from things like Owl, fox etc spells.
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  4. #4
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    My first thought was WF monk/pali to cover up some weak spots, immunities + fortification. Still not a bad option, but not sure if the pali would overly useful with the wf stat hits to both cha and wis and no stat gear, although would still give you sacred defender with buffs to PRR, saves, fear immune, remove disease/etc, lay on hands for some extra heal, etc, lots of AP to blow there since most of the monk trees are pretty aweful.

    Halfling with dragon marks could also potentially be useful, with the healing as well.

  5. #5
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Lence View Post

    Halfling with dragon marks could also potentially be useful, with the healing as well.
    Human?: How much would Human healing amp help with the healing a monk gets with Fists of Light? Plus the extra human feat...


    Also, I'd make a static group thread and only run with others that are willing to abide by your 'Running Nude' guidelines.
    Last edited by cdbd3rd; 01-04-2016 at 12:33 PM.
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  6. #6

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    Quote Originally Posted by Lence View Post
    My first thought was WF monk/pali to cover up some weak spots, immunities + fortification. Still not a bad option, but not sure if the pali would overly useful with the wf stat hits to both cha and wis and no stat gear, although would still give you sacred defender with buffs to PRR, saves, fear immune, remove disease/etc, lay on hands for some extra heal, etc, lots of AP to blow there since most of the monk trees are pretty aweful.

    Halfling with dragon marks could also potentially be useful, with the healing as well.
    A halfling monk/pally is interesting--maybe some arcane or divine 3rd splash? But WF (and PM builds) get fortification buffs
    Quote Originally Posted by cdbd3rd View Post
    Human?: How much would Human healing amp help with the healing a monk gets with Fists of Light? Plus the extra human feat...


    Also, I'd make a static group thread and only run with others that are willing to abide by your 'Running Nude' guidelines.
    Good point! That would require too much structure to my playtime though which has become brief and sporadic. I figure to solo a lot or lead groups with the explanation in the LFM. (like, "Gimp ungeared character, join at your own risk of embarrassment when I lead kill count"
    Last edited by Saekee; 01-04-2016 at 12:59 PM.

  7. #7
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    Druid20 or Monk3/Druid17 shapeshifted 24/7. Because:
    - as wolf you don't even fight with a "gear". What you have is even 'pesh. Some nice immunities if you are elemental
    - you can buff yourself
    - can heal
    - can do very solid "ranged" damage with spells. Druid even gets very good (and cheap on mana) SLAs
    - pet as extra help

    I'd go tree-hugging shapeshifting hippie.

  8. #8
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    Quote Originally Posted by Saekee View Post
    A halfling monk/pally is interesting--maybe some arcane or divine 3rd splash?
    I don't see much use in an arcane splash unless its Warlock. Although I guess it couldn't hurt much, although your adding up stats each splash. Divine would be pretty simple, is Wis>cha then Cleric, if Cha>Wis then Favored soul. Although, food for thought, for any caster class using actual spells, your going to have to eat Eschew as a feat, cause you won't be able to use spell components, so would stick to SLA focus on any caster splash rather than spells unless you are ok with that feat.

  9. #9

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    Quote Originally Posted by Lence View Post
    I don't see much use in an arcane splash unless its Warlock. Although I guess it couldn't hurt much, although your adding up stats each splash. Divine would be pretty simple, is Wis>cha then Cleric, if Cha>Wis then Favored soul. Although, food for thought, for any caster class using actual spells, your going to have to eat Eschew as a feat, cause you won't be able to use spell components, so would stick to SLA focus on any caster splash rather than spells unless you are ok with that feat.
    Arcane splashes would get me basic defenses like the shield spell and allow for healing if warforged. I am considering arti also. Stunning fist wisdom build is why clonks were great, so yeah--good points.
    Quote Originally Posted by Kriogen View Post
    Druid20 or Monk3/Druid17 shapeshifted 24/7. Because:
    - as wolf you don't even fight with a "gear". What you have is even 'pesh. Some nice immunities if you are elemental
    - you can buff yourself
    - can heal
    - can do very solid "ranged" damage with spells. Druid even gets very good (and cheap on mana) SLAs
    - pet as extra help

    I'd go tree-hugging shapeshifting hippie.
    Hah! But how are the immunities and fortifcation? WF and PMs get everything.
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  10. #10
    Community Member Caprice's Avatar
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    I consider the non-Warlock arcanes a fairly strong option. Buffing up, gathering lots of mobs together, laying down an AoE, and letting the mobs tick down to death while you jump/dodge has been a viable caster soloing tactic since long before spellpower became such an integral part of the game. Its not that effective in epics with their HP inflation but it's a venerable heroic strategy, and SLAs and spellpower from the enhancement trees will make it even easier. WF gives Fortification, immunities, and Repair spells for healing on either Wizard or Sorceror. Wizard's PM forms extend that to every race with Fortification, immunity to most stat/level drains, and Death Aura and NEB cover self-healing. As an arcane you can self cast Blur/Displace and Haste and Resist Energy, as well as Expeditious Retreat, Featherfalling, Detect Secret Doors, and True Seeing. Those cover a lot of things you'd usually look to get from gear. If you go Wizard 12+ Wraith form gives Incorporeal, Featherfalling, Ghost Touch, and a big boost to stealth skills, and if you pick up the Skeletal Knight companion you get an ok off tank and lever puller. Wizard adds an extra challenge since you won't be able to use spell inscription materials and scrolls to memorize new spells beyond the ones you get from leveling up, so you are going to have a fun time strategizing the spell list. WF Sorceror or anything Wizard PM should work either as pure caster or splashing Monk for your meleeing. Level 6 spells is probably all you really need (e.g. Reconstruct if WF, GH, True Seeing, Tensor's) so Wiz 11 or Sorc 12 is the core target, although you might want more levels for more slots and caster levels.

    Monk/Paladin unarmed without handwraps equipped may be problematic. At least at one point the KotC cleaves didn't actually do any damage while fighting unarmed without handwraps and Holy Sword doesn't apply without actual handwraps (the latter likely WAI IMO); see this old thread. I have no idea if those points have changed or not but I would recommend testing all the KotC bonuses you want to try on a throwaway character first to be sure.

    If you are taking Monk, consider going Monk 6 for Shadow Veil for survivability and the extra feat (really +2 w/free Adept), plus the extra Dodge and runspeed don't hurt. Remember also that Monk unarmed die increases with Monk levels, as does the speed bonus, so you may want to find a sweet spot for those. OTOH if the KotC light procs do work properly then they will help a lot more than the Monk dice step increases so going deep Paladin is likely to be better DPS than deep Monk if you are mixing the two. I didn't find Fists of Light to be adequate healing in the long run. It's good maintenance healing but when something goes wrong its not enough. Wholeness of Body (Monk 7) helped a lot to fill the gap on my pure/deep Monks but that won't offer as much on a splashed character. If you are primarily something self-healing (e.g. Paladin) then that's less necessary.

    On a fleshie consider FvS or Cleric 4 for Ameliorating Strike; it is decent self-healing since it scales with character levels rather than class levels, especially on TWF for its extra proc chances, and you can also get DR5/- and 10 PRR on the way to it. However I'm not sure if it works with unarmed as I've never tested that. I have used it on short sword and WSS based FvSs with decent results. You also get DM for less AP than on a Paladin.

    So depending on what's working in KotC, Paladin 14/Monk 6 or Paladin 14/FvS 4/Monk 2 could be interesting. Or go Clonk and enjoy pummeling your foes while you kite back and forth through your Blade Barrier.
    Last edited by Caprice; 01-04-2016 at 05:10 PM. Reason: Finished half-complete sentence, put in the right place, where oh where has my mind gone???
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  11. #11
    Community Member Caprice's Avatar
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    Quote Originally Posted by Saekee View Post
    Arcane splashes would get me basic defenses like the shield spell and allow for healing if warforged. I am considering arti also. Stunning fist wisdom build is why clonks were great, so yeah--good points.

    Hah! But how are the immunities and fortifcation? WF and PMs get everything.
    Elementals get 100% Fortification and immunity to stuns and paralysis. They do not get any protection versus level/stat drain, but Druids get several spells to remove those debuffs.

    Wolf and Bear get no Fortification bonuses and no immunities. You are reliant on spells to recover, but you do have them.

    Druids get Death Ward and FoM at least, but being dispelled is an issue.
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  12. #12

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    Quote Originally Posted by Caprice View Post
    Elementals get 100% Fortification and immunity to stuns and paralysis. They do not get any protection versus level/stat drain, but Druids get several spells to remove those debuffs.

    Wolf and Bear get no Fortification bonuses and no immunities. You are reliant on spells to recover, but you do have them.

    Druids get Death Ward and FoM at least, but being dispelled is an issue.
    Hmmn it is an interesting option. But I would get that at 13 Druid and no sooner. Assuming even only two levels of monk, that means no fortification until level 15. If I do warforged anyway, I would not have healing options until I assume elemental form.
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  13. #13
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    Unless you plan on never being hit (always sneaking assassin?), only running norm, or having a massive amount of hp/prr/miss chance (hard to do naked), I'd think fortification is a must. That leaves:
    • warlock: up to 75% - 25% at level 6 from great old one pact, 25% each at lvl 3 and 12 soul eater cores
    • warforged/bladeforged: up to 100% - 25% base, additional 25% in enh at lvl 1, 7, 16 (also improved fortification feat at bab 6, but then no positive healing)
    • druid: 100% - elemental form at lvl 13
    • pale master forms: 100% zombie form or better starting at lvl 3
    • paladin: up to 12% - 2% per sacred defender core

    Healing looks to be coming from some combination of monk light curse/finisher, repairs on a robot, death aura on pm, halfling dragonmark, or divine healing from pally, ranger, druid, cleric, or favored soul. There's also bard and barbarian, but kinda hard to run those uncentered with no weapons .
    Last edited by peng; 01-04-2016 at 09:30 PM.

  14. #14

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    Quote Originally Posted by peng View Post
    Unless you plan on never being hit (always sneaking assassin?), only running norm, or having a massive amount of hp/prr/miss chance (hard to do naked), I'd think fortification is a must. That leaves:
    • warlock: up to 75% - 25% at level 6 from great old one pact, 25% each at lvl 3 and 12 soul eater cores
    • warforged/bladeforged: up to 100% - 25% base, additional 25% in enh at lvl 1, 7, 16 (also improved fortification feat at bab 6, but then no positive healing)
    • druid: 100% - elemental form at lvl 13
    • pale master forms: 100% zombie form or better starting at lvl 3
    • paladin: up to 12% - 2% per sacred defender core

    Healing looks to be coming from some combination of monk light curse/finisher, repairs on a robot, death aura on pm, halfling dragonmark, or divine healing from pally, ranger, druid, cleric, or favored soul. There's also bard and barbarian, but kinda hard to run those uncentered with no weapons .
    Yes, fortification is the big issue. Does warforged fortification persist in beast forms? I know everything else does not.
    I could push the positive hamp side of WF via the racial enhancements and then ditch them when I go beast elemental.
    Last edited by Saekee; 01-04-2016 at 09:39 PM.

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    100% fortification at low levels is not required. Incoming damage is not very big as long as you don't zerg on elite. The same goes for Evasion. When I enter Gianthold I would like to have it though.

    Von3. When I create a new char, usualy the biggest test is Von3. Can I do this quest solo and atleast on Normal?

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    Don't forget the awesome Flame Blade spell (druid 3 or PLruid). Does not uncenter monks (according to wiki)! Perhaps on a wise cleric / clonk.

    Perhaps Elf for scimitar synergy? Your ability scores will be very low, your damage will be low (no deadly, etc). Enhancements that add straight to damage might be useful.

    A TWF tempest elf ranger with flame blades could probably use Dex instead of Wis to attack/damage with scimitars. Also, extended displacement.

    Edit: Additional thoughts:

    Barb 3 early. FB ~20 AP for supreme cleave and Temp HP clicky.

    run speed will suck. expeditious retreat ftw (spellcaster or dragonmark of passage)

    careful with ability scores, you need enough to cast the higher level spells

    artificer could abuse no-save daze of the electric SLA. Blast Rod is also great damage
    Last edited by cru121; 01-05-2016 at 06:08 AM.

  17. #17

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    Quote Originally Posted by Kriogen View Post
    100% fortification at low levels is not required. Incoming damage is not very big as long as you don't zerg on elite. The same goes for Evasion. When I enter Gianthold I would like to have it though.

    Von3. When I create a new char, usualy the biggest test is Von3. Can I do this quest solo and atleast on Normal?
    I can imagine ranging the marut but will not have that option unless flame arrow (for summoning shurikens) works with eschew feat?
    Quote Originally Posted by cru121 View Post
    Don't forget the awesome Flame Blade spell (druid 3 or PLruid). Does not uncenter monks (according to wiki)! Perhaps on a wise cleric / clonk.

    Perhaps Elf for scimitar synergy? Your ability scores will be very low, your damage will be low (no deadly, etc). Enhancements that add straight to damage might be useful.

    A TWF tempest elf ranger with flame blades could probably use Dex instead of Wis to attack/damage with scimitars. Also, extended displacement.

    Edit: Additional thoughts:

    Barb 3 early. FB ~20 AP for supreme cleave and Temp HP clicky.

    run speed will suck. expeditious retreat ftw (spellcaster or dragonmark of passage)

    careful with ability scores, you need enough to cast the higher level spells

    artificer could abuse no-save daze of the electric SLA. Blast Rod is also great damage
    I figure monk since I will be sans weapons. Flame blade would be nice but needs druid levels to be worthwhile (don't have PL druid). But going all out in Wisdom with monk, WF (despite low starting wisdom) and maybe some other splash? Elf woukd get the displacement clickie which could be great defensively along with Feytap.

    So maybe
    elven monk 2/wiz 1/Druid 17
    human monk 2/wiz 6/cleric 12 Pale M.
    warforged monk 2/artificer x/fighter x
    Last edited by Saekee; 01-05-2016 at 06:57 AM.

  18. #18
    Community Member Drecas's Avatar
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    Maybe a druid life before doing your naked run?

    I envisioned a 12 cleric / 6 wizard / 2 monk build.
    I think the flame blade from the past life feat levels with you so you will end up with a +5 flaming burst scimitar in the end? (not 100% sure)
    Go elf and then the scimitar could be your favored weapon. Warpriest offers +4 enhancement bonus to favored weapon. That would give you a +9 Flaming burst scimitar.
    Divine Disciple for a cheap negative energy burst. Vampire form so you can heal yourself using negative energy and 100% fort. 2 Monk for evasion, feats and extra wisdom.

    Naked runner
    12/6/2 Cleric/Wizard/Monk
    Lawful Good Elf


    Level Order

    1. Monk. . . . . . 6. Wizard . . . . 11. Cleric . . . . 16. Cleric
    2. Monk. . . . . . 7. Wizard . . . . 12. Cleric . . . . 17. Cleric
    3. Wizard. . . . . 8. Wizard . . . . 13. Cleric . . . . 18. Cleric
    4. Wizard. . . . . 9. Cleric. . . . .14. Cleric. . . . .19. Cleric
    5. Wizard. . . . .10. Cleric. . . . .15. Cleric. . . . .20. Cleric



    Stats
    . . . . . . . .28pt. . .32pt. . .34pt. . .36pt . . Tome . . Level Up
    . . . . . . . .----. . .----. . .----. . .---- . . ---- . . --------
    Strength. . . . 13 . . . 13 . . . 13 . . . 13. . . .+2. . . .4: WIS
    Dexterity . . . 11 . . . 11 . . . 13 . . . 15. . . .+2. . . .8: WIS
    Constitution. . 12 . . . 14 . . . 14 . . . 14. . . .+2. . . 12: WIS
    Intelligence. . 14 . . . 14 . . . 14 . . . 14. . . .+2. . . 16: WIS
    Wisdom. . . . . 16 . . . 16 . . . 16 . . . 16. . . .+2. . . 20: WIS
    Charisma. . . . .8 . . . .8 . . . .8 . . . .8. . . .+2. . . 24: WIS
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28: WIS


    Skills
    . . . . . M .M. W .W. W .W. W .W. C. C. C. C. C. C. C. C. C. C. C. C
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4 .1. 1 .1. 1 .1. 1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 2 . . 2 .2. 1 .1. 1 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .22
    Heal. . . 2 . . ½ .½. ½ .½. ½ .½. 4. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 21
    Balance . 4 .1. . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    Jump. . . 4 .1. . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    Tumble. . 4 .1. . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    Spot. . . . .2. . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    . . . . .------------------------------------------------------------
    . . . . .24 .6. 4 .4. 3 .3. 3 .3. 5. 5. 3. 3. 3. 3. 3. 3. 3. 3. 3. 3
    . . . . .24 .6. 4 .4. 4 .4. 5 .5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5



    Feats

    .1. . . . : Cleave
    .1 Monk . : Power Attack
    .2 Monk . : Two Weapon Fighting
    .3. . . . : Past Life: Druid
    .3 Wizard : Quicken Spell
    .6. . . . : Adept of Forms
    .7 Wizard : Extend Spell
    .9. . . . : Great Cleave
    .9 Deity. :
    12. . . . : Master of Forms
    14 Deity. :
    15. . . . : Improved Critical: Slashing
    18. . . . : Grandmaster of Forms
    21 Epic . :
    24 Epic . :
    26 Destiny:
    27 Epic . :
    28 Destiny:
    29 Destiny:
    30 Epic . :
    30 Legend :


    Spells

    Cleric
    1. Cure Light Wounds, Inflict Light Wounds, Divine Favor, Nightshield, Protection from Evil, Remove Fear
    2. Cure Moderate Wounds, Owl's Wisdom, Lesser Restoration, Inflict Moderate Wounds, Bear's Endurance, Find Traps
    3. Cure Serious Wounds, Inflict Serious Wounds, Remove Blindness, Remove Curse, Remove Disease, Protection from Energy
    4. Cure Critical Wounds, Inflict Critical Wounds, Divine Power, Restoration, Freedom of Movement
    5. Mass Cure Light Wounds, True Seeing, Protection from Elements, Divine Punishment, Spell Resistance
    6. Mass Cure Moderate Wounds, Harm, Blade Barrier, Heroes' Feast

    Wizard
    1. Expeditious Retreat, Jump, Feather Fall, Shield
    2. Invisibility, Blur, Gust of Wind, Lesser Death Aura
    3. Rage, Haste, Displacement


    Enhancements (80 AP)

    Divine Disciple (24 AP)
    • Emissary: Darkness
      1. Chill Touch III, Spellpower: Negative III, Spell Points III
      2. Spellpower: Universal III
      3. Necrotic Bolt III, Spellpower: Negative III, Wisdom
      4. Negative Energy Burst III

    Warpriest (22 AP)
    • Smite Foe, Resilience of Battle, Sanctuary
      1. Toughness III, Righteous Weapons
      2. Wall of Steel III, Righteous Weapons, Inflame III
      3. Righteous Weapons, Wisdom
      4. Righteous Weapons

    Harper Agent (22 AP)
    • Agent of Good I, Intelligence
      1. Harper Enchantment, Traveler's Toughness III
      2. Magical Endurance III, Versatile Adept III
      3. Highly Skilled III, Versatile Adept III
      4. Magic of Austerity

    Pale Master (12 AP)
    • Dark Reaping, Zombie Form, Vampire Form
      1. Deathless Vigor II, Spell Critical, Negative Energy Conduit III
    Last edited by Drecas; 01-05-2016 at 08:00 AM.

  19. #19

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    Quote Originally Posted by Drecas View Post
    Maybe a druid life before doing your naked run?

    snip


    thx for taking the time to post a prospective build! The main problem with your split is still...fortification. Going for elemental form in druid at least guarantees me fort at druid level 13, although that is a long wait.

    The problem with many wizard levels is it throws off your BAB for qualifying for TWF and IC feats. I agree that getting druid levels for a PL druid would make this much funner the second time around, so I am very interested in doing so.
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  20. #20
    Community Member Drecas's Avatar
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    How is fortification a problem here? Vampires have 100% fort. You get all the necessary melee feats: both cleaves and improved critical. You have heals, one which can be used to damage everything around you every 6 seconds for 7 sp! You have every buff that you might need save for greater heroism.
    Last edited by Drecas; 01-05-2016 at 08:00 AM.

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