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SangRahl
09-14-2009, 11:05 PM
I based this character on the one proposed and discussed by Ledeanna here: http://forums.ddo.com/showthread.php?t=195620
(final build given in Post #22 (http://forums.ddo.com/showpost.php?p=2357938&postcount=22))

I've adjusted it for having no +Dex Tome, and use of the new Valenar Elf (Scimitar/Falchion) weapon Enhancements. (Dinethu the 'Veteran Sellsword', my other rogue hybrid on Khyber, is also nearly a 1-for-1 translation of Ledeanna's build, with the +Dex Tome removal and switch to Piercing Weapon feats for Rapier/Shortsword use.)

It's been a lot of fun (just shy of Lvl.4, now) and I've had a great time both in and out of groups. (With a bit more time spent out of them since hitting Lvl.3, as I've been working on R.O.G.U.E. qualification runs... Waterworks was whole different experience when not tagging along with a full crew.)


Character Plan by DDO Character Planner Version 3.06
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Dinenae Althenineth
Level 20 True Neutral Elf Female
(6 Fighter \ 7 Rogue \ 7 Ranger)
Hit Points: 260
Spell Points: 24
BAB: 18\18\23\28\28
Fortitude: 13
Reflex: 17
Will: 5

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 22
Dexterity 16 21
Constitution 12 12
Intelligence 12 12
Wisdom 8 8
Charisma 10 10

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 9 9
Bluff 0 0 0
Concentration 1 1 1
Diplomacy 0 0 0
Disable Device 5 25 27
Haggle 0 0 0
Heal -1 -1 -1
Hide 7 13 18
Intimidate 0 0 0
Jump 6 23 23
Listen -1 -1 1
Move Silently 7 16 18
Open Lock 7 25 27
Perform n/a n/a n/a
Repair 1 1 1
Search 5 23 27
Spot 3 21 26
Swim 3 6 6
Tumble 4 6 6
Use Magic Device 4 23 23

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Jump (+3)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)
Feat: (Selected) Least Dragonmark of Shadow
Enhancement: Rogue Skill Boost I
Enhancement: Phiarlan Stealth I
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Disable Device I


Level 2 (Fighter)
Skill: Disable Device (+0.5)
Skill: Jump (+2)
Feat: (Fighter Bonus) Dodge
Enhancement: Elf Melee Damage I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy I


Level 3 (Ranger)
Skill: Hide (+1)
Skill: Move Silently (+2)
Skill: Search (+2)
Skill: Spot (+2)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Toughness
Enhancement: Elven Dexterity I
Enhancement: Racial Toughness I
Enhancement: Fighter Toughness I


Level 4 (Rogue)
Ability Raise: DEX
Skill: Disable Device (+3)
Skill: Hide (+1)
Skill: Open Lock (+2)
Skill: Use Magic Device (+3)
Enhancement: Fighter Haste Boost I
Enhancement: Elf Melee Attack I
Enhancement: Extra Dragonmark Use I


Level 5 (Ranger)
Skill: Move Silently (+1)
Skill: Search (+2)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Enhancement: Elven Keen Eyes I
Enhancement: Rogue Move Silently I
Enhancement: Rogue Dexterity I


Level 6 (Ranger)
Skill: Disable Device (+1)
Skill: Move Silently (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Lesser Dragonmark of Shadow
Enhancement: Phiarlan Stealth II
Enhancement: Extra Dragonmark Use II


Level 7 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
** Note: ITWF is to be traded with another Feat prior to Leveling to 15
Enhancement: Racial Toughness II
Enhancement: Fighter Strength I


Level 8 (Rogue)
Ability Raise: STR
Skill: Disable Device (+3)
Skill: Move Silently (+1)
Skill: Open Lock (+2)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Enhancement: Elven Dexterity II


Level 9 (Fighter)
Skill: Disable Device (+0.5)
Skill: Jump (+2)
Feat: (Selected) Mobility
Enhancement: Elf Melee Damage II


Level 10 (Rogue)
Skill: Disable Device (+2)
Skill: Open Lock (+4)
Skill: Spot (+1)
Skill: Use Magic Device (+2)
Enhancement: Elf Melee Attack II


Level 11 (Ranger)
Skill: Hide (+1)
Skill: Search (+1)
Skill: Spot (+5)
Enhancement: Extra Dragonmark Use III


Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+2)
Skill: Open Lock (+0.5)
Feat: (Selected) Spring Attack
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness II


Level 13 (Ranger)
Skill: Move Silently (+1)
Skill: Search (+4)
Skill: Spot (+2)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Rogue Hide I
Enhancement: Rogue Move Silently II


Level 14 (Rogue)
Skill: Disable Device (+4)
Skill: Open Lock (+1)
Skill: Use Magic Device (+4)
Enhancement: Extra Dragonmark Use IV
Enhancement: Rogue Faster Sneaking II


Level 15 (Ranger)
Skill: Move Silently (+1)
Skill: Search (+4)
Skill: Spot (+2)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Ranger Tempest I


Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+2)
Skill: Open Lock (+0.5)
Enhancement: Elven Perception I
Enhancement: Rogue Search I
Enhancement: Rogue Spot I


Level 17 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Enhancement: Fighter Strength II


Level 18 (Rogue)
Skill: Disable Device (+1)
Skill: Open Lock (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Weapon Specialization: Slashing Weapons
Enhancement: Rogue Dexterity II


Level 19 (Ranger)
Skill: Hide (+1)
Skill: Search (+4)
Skill: Spot (+2)
Enhancement: Rogue Disable Device II
Enhancement: Rogue Open Lock I
Enhancement: Rogue Open Lock II


Level 20 (Rogue)
Ability Raise: STR
Skill: Disable Device (+5)
Skill: Open Lock (+2)
Skill: Use Magic Device (+2)
Enhancement: Elven Keen Eyes II
** Note: Still 2AP remaining for use at Lvl.20


Questions...

1) Can, or should, Open Locks be 'trimmed down' to allow for a bit more in Search/DisableDevices, or Hide/MoveSilently?

2) I've seriously considered taking up OTWF to dual-wield Scimitars (probably when I swap out ITWF at the Lvl.14/15 break), but I wonder if it could, or should, be done sooner...

Any thoughts on these, or perhaps other areas of the build?

hcarr
09-14-2009, 11:13 PM
you should always max search disable and being new spot if you are planning on doing traps. open lock you can shave some off but I always max mine so I dont have to worry about carrying a high + open lock item. (search)If you cant find it you cant disable it. (disable)If you miss disabling it by 5 or more it blows up in your face. rogue skill dice are loaded to roll 5 or lower majority of the time it seems so plan on that. (open lock) no critical failure so you can try over and over till you roll high enough to get it.

FluffyCalico
09-14-2009, 11:23 PM
you should always max search disable and being new spot if you are planning on doing traps. .

60 is plenty disable / search for anything but the 1 trap in GH that noone cares about. No need to go higher. As for spot, there will always be someone jumping up and down saying its here. And even if they don't most rogues can stand in traps without issue. So running into the trap is not that big of an issue either. Main reason for turning off traps are
1) XP if you are not capped
2) So the caster/cleric in the back of pack dont get 1 shotted by it.

SangRahl
09-15-2009, 12:47 AM
60 is plenty disable / search for anything but the 1 trap in GH that noone cares about. No need to go higher. As for spot, there will always be someone jumping up and down saying its here. And even if they don't most rogues can stand in traps without issue. So running into the trap is not that big of an issue either. Main reason for turning off traps are
1) XP if you are not capped
2) So the caster/cleric in the back of pack dont get 1 shotted by it.
I've seen these kinds of numbers before (even with the long breakdown of where each point has been added from), but I'm unsure if the final skill numbers I've reached would meet that high of a goal easily. (I'm also relatively new to the game, though I've spent more than a few weeks perusing the boards and researching the sorts of gameplay I tend to prefer, and try to absorb the various tidbits of knowledge that I can gleen from the many veteran DDO players that post on the boards.)

Perhaps the question should have been posed thusly:
Is there a low-water mark that I can hover above for OpenLock, to not run into the situation of "Can't open with a 17-20", so that I can perhaps shift a bit more towards Hide/MoveSilently?I've also taken a look at OTWF availability, and I think I can squeeze it in at Lvl.12, in place of "Weapon Focus: Slashing", and then take the focus at 15th with the Feat Swap with ITWF.
Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+2)
Skill: Open Lock (+0.5)
Feat: (Selected) Weapon Focus: Slashing Weapons (OR: Oversized Two-Weapon Fighting)
Feat: (Fighter Bonus) Spring Attack
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness II

** Note: Swap out ITWF for 'OTWF' -or- 'Weapon Focus: Slashing' prior to Level-Up to Lvl.15

Which would have a better impact on fighting through those levels... OTWF or WF:Slashing?
OTWF would mean having a smidge more damage in the offhand (Valeran Elf enhancements for Scimitar use), and WF:Slashing would mean a smidge more to-hit, but not much for damage (keeping a 1d4 Kukri in offhand).