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kroogan
01-05-2010, 02:31 AM
I'm not very experienced on multiclassing. I want a good damage toon but with high saves and able to dual wield and still have good a/c. Any suggestions?

Kriogen
01-05-2010, 09:10 AM
I'm not very experienced on multiclassing. I want a good damage toon but with high saves and able to dual wield and still have good a/c. Any suggestions?
Rage is barbarians biggest strength. One of enhcancements if Barbarian: Power Rage. Gives extra Str but also lowers you AC.

Barbarians and AC don't mix good.

Mithran
01-05-2010, 09:12 AM
Typically, Rogues do better with high Intelligence/Dexterity coupled with Weapon Finesse. Strength-based Rogues are fun though, so give it a try if you want.

Jiipster
01-05-2010, 09:19 AM
Just off the top of my head... something like Rogue2/Ranger6/Barb12?

It might work... need to think some more.

Sir_Chonas
01-05-2010, 09:30 AM
Unless they change monk saves/ac to be only for centered characters I recommend the monster build.

12 fighter/6 ranger/2 monk. Saves are all above 20, strength is buffed to 50 at lvl 20. Average 50 damage per hand (while buffed) and up to 210 on crits.

Lorien_the_First_One
01-05-2010, 09:36 AM
OP, AC and barbs don't mix. If you are are a barb, go pure, kill things quickly.


Unless they change monk saves/ac to be only for centered characters I recommend the monster build.

12 fighter/6 ranger/2 monk. Saves are all above 20, strength is buffed to 50 at lvl 20. Average 50 damage per hand (while buffed) and up to 210 on crits.

Not a bad choice for a DPS/AC build. OP, realize that any AC build at high levels assumes a fair bit of grinding for dodge items. If you are ok with that, great, but otherwise high AC is tough to get past L12 or so.

Jiipster
01-05-2010, 09:40 AM
Character Plan by DDO Character Planner Version 3.14
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Dwarf Male
(12 Barbarian \ 2 Rogue \ 6 Ranger)
Hit Points: 344
Spell Points: 10
BAB: 19\19\24\29\29
Fortitude: 19
Reflex: 16
Will: 5

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 23
Dexterity 15 18
Constitution 18 23
Intelligence 12 14
Wisdom 8 8
Charisma 6 6

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 12
Bluff -2 -2
Concentration 4 6
Diplomacy -2 -2
Disable Device 5 25
Haggle -2 -2
Heal -1 -1
Hide 2 4
Intimidate -2 -2
Jump 7 16
Listen -1 -1
Move Silently 2 4
Open Lock 6 15
Perform n/a n/a
Repair 1 2
Search 5 27
Spot 3 9
Swim 3 6
Tumble 3 5
Use Magic Device 2 21

Level 1 (Rogue)
Feat: (Selected) Dodge


Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Construct


Level 3 (Ranger)
Feat: (Selected) Mobility


Level 4 (Ranger)


Level 5 (Ranger)


Level 6 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Selected) Spring Attack


Level 7 (Ranger)


Level 8 (Barbarian)


Level 9 (Barbarian)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Barbarian)


Level 11 (Barbarian)


Level 12 (Barbarian)
Feat: (Selected) Greater Two Weapon Fighting


Level 13 (Barbarian)


Level 14 (Rogue)


Level 15 (Barbarian)
Feat: (Selected) Power Attack


Level 16 (Barbarian)


Level 17 (Barbarian)


Level 18 (Barbarian)
Feat: (Selected) Cleave


Level 19 (Barbarian)


Level 20 (Barbarian)
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Damage Boost II
Enhancement: Barbarian Damage Boost III
Enhancement: Rogue Haste Boost I
Enhancement: Ranger Skill Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Extend Rage III
Enhancement: Barbarian Extend Rage IV
Enhancement: Barbarian Extra Rage I
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Hardy Rage II
Enhancement: Barbarian Hardy Rage III
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Power Attack III
Enhancement: Barbarian Power Rage I
Enhancement: Barbarian Power Rage II
Enhancement: Barbarian Power Rage III
Enhancement: Barbarian Power Rage IV
Enhancement: Barbarian Frenzied Berserker I
Enhancement: Barbarian Frenzied Berserker II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Tempest I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Barbarian Constitution I
Enhancement: Barbarian Constitution II
Enhancement: Ranger Dexterity I




I'm not sure it's a good build, but it doesn't look terrible. Rogue skills, decent DPS, evasion. Enhancements definately need work. Saves definately need a bit of work (I mean, just look at that will save...). Doubt I would play this toon, myself.

LAWPRE
01-05-2010, 02:54 PM
I would wait on this build until Update 3 comes out. They are doing a balance pass on Monks at that time and it will free up at least 5 AP. This MIGHT make the Monk more viable for a Monster Build.

Jiipster - the enhancements are fine but I do not know if Frenzied Berzerker and Tempest automatically combine. Also, I am not a fan of waiting to choose enhancements. So, I would get them closer to when first allowed.

Kroogan - Remember that you can't DD while Raged. So, you may be slow in entering combat in certain circumstances.

One caveat - I am an older player and some things just don't work well for me. As a result, I can't "quickly" switch between clickies and such. So, if you can many builds become much easier. However, if you are like me, a Monster Build may not work well.

assamite
01-05-2010, 03:20 PM
I'm not very experienced on multiclassing. I want a good damage toon but with high saves and able to dual wield and still have good a/c. Any suggestions?

You sir want to make a Pali/rogue. Maybe even throw 2 fighter in there


I'm not very experienced on multiclassing. I want a good damage toon but with high saves and able to dual wield and still have good a/c[u][b]. Any suggestions?
Here it is :) lil ****** on the hp till you get 36 pt build though. Until then Minos, +6con item, +2 tome, GFL, and teir 2 hp item will get you "ok" hp


[u][b]Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

John
Level 20 Lawful Good Drow Male
(2 Fighter \ 15 Paladin \ 3 Rogue)
Hit Points: 250
Spell Points: 248
BAB: 19\19\24\29\29
Fortitude: 20
Reflex: 20
Will: 17

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 22
Dexterity 16 17
Constitution 6 6
Intelligence 10 12
Wisdom 14 14
Charisma 16 20

Tomes Used
+1 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Charisma used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 7
Bluff 3 5
Concentration -2 -2
Diplomacy 3 5
Disable Device 4 13
Haggle 3 5
Heal 2 3
Hide 3 3
Intimidate 3 5
Jump 7 10
Listen 6 8
Move Silently 3 3
Open Lock 7 7
Perform n/a n/a
Repair 0 1
Search 4 20
Spot 6 8
Swim 3 6
Tumble n/a n/a
Use Magic Device 7 28

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Fighter)
Feat: (Fighter Bonus) Two Weapon Fighting


Level 3 (Fighter)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Fighter Bonus) Oversized Two Weapon Fighting


Level 4 (Paladin)


Level 5 (Paladin)


Level 6 (Paladin)
Feat: (Selected) Power Attack


Level 7 (Paladin)


Level 8 (Paladin)


Level 9 (Paladin)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Rogue)


Level 11 (Paladin)


Level 12 (Paladin)
Feat: (Selected) Greater Two Weapon Fighting


Level 13 (Paladin)


Level 14 (Paladin)


Level 15 (Paladin)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Paladin)


Level 17 (Paladin)


Level 18 (Paladin)
Feat: (Selected) Extend Spell


Level 19 (Rogue)


Level 20 (Paladin)
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Acid Trap Lore I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Courage of Good II
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Bulwark of Good IV
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Exalted Smite III
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Knight of the Chalice I
Enhancement: Paladin Knight of the Chalice II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Fighter Strength I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Toughness IV



The saves get better with more chr. Your dmg MmmmMMMmmMMMMMM uber with zeal and rogue hasteboost and more chr. To get ac youll have to spend a pretty penny on some +5 mythral breastplate, and spend time grinding for chatring and chaos garde, +4 insight on your weapon as well. You got more than enough umd for shield 10 wands, resistance 11 wands, and pretty much anything else you wana use that requires umd... WHats the UMD check for a heal mass scroll? cus i see you hitting 50 :)

Jiipster
01-05-2010, 04:44 PM
Sweet Jiminy Cricket, NO!

Playing a 6 CON toon is quite possibly the worst idea, ever.

karnokvolrath
01-05-2010, 04:53 PM
6 con drow? Really? I mean...Really?

http://i748.photobucket.com/albums/xx128/ryancookpimp00/2267828340_55902ae464_o.jpg

assamite
01-05-2010, 05:46 PM
Wow really? you guys have never played a toon with 400hp?
It's really easy when your on a toon that has evasion/elite saves and can lay on hands when the cleric gets lazy.

14con 40hp
hero durability 20hp
minos 20hp
15pali 150
2 fighter 20hp
3 rogue 18hp
toughness 22hp
vitality 20hp
Enhancements 60hp
GFL 30hp
Tier 2 shroud 25hp
Total 425HP

TRx2 40hp
Tier 3 shroud 20hp
Total 485Hp

Jiipster
01-05-2010, 08:24 PM
Dump WIS to 8 and put CON at 12, and you're talking.

LAWPRE
01-06-2010, 08:28 PM
I do not - even in PnP - like a negative stat. So, I would not put ANY stat - even a "dump" stat.

There has been much debate about how high a primary stat should be but the 14-16 range appears to be agreed upon. However, I would not put ANY stat at 15 (I just don't like "losing" the next +1).

I tend more towards Dex builds. So, I would not have my Str above 12-14. Also, I tend towards skill based play so I would have my Int in the 12-14 range.

Wis to 8 - see 1st point. Also, Wis is used for Will save prefer at least a +1 here but...

I would take Rogue 2 in the 3-5 range in order to have Evasion as soon as possible as well as buff up DD and OL


BTW - IF you do Assamite's build do not change level 1 - you need to take rogue at
1st level for the maxxing of DD, OL and such.

assamite
01-06-2010, 09:28 PM
I do not - even in PnP - like a negative stat. So, I would not put ANY stat - even a "dump" stat.

There has been much debate about how high a primary stat should be but the 14-16 range appears to be agreed upon. However, I would not put ANY stat at 15 (I just don't like "losing" the next +1).

I tend more towards Dex builds. So, I would not have my Str above 12-14. Also, I tend towards skill based play so I would have my Int in the 12-14 range.

Wis to 8 - see 1st point. Also, Wis is used for Will save prefer at least a +1 here but...

I would take Rogue 2 in the 3-5 range in order to have Evasion as soon as possible as well as buff up DD and OL


BTW - IF you do Assamite's build do not change level 1 - you need to take rogue at
1st level for the maxxing of DD, OL and such.

^--- words of WIS Kroog :) listen


Wis to 8 - see 1st point. Also, Wis is used for Will save prefer at least a +1 here but...
Being a pali you also want to have wisdom so you can slot and cast spells. With 14 wis you can Cast em all. The lower your wis the fewer spells you can cast.

AylinIsAwesome
01-06-2010, 10:25 PM
Being a pali you also want to have wisdom so you can slot and cast spells. With 14 wis you can Cast em all. The lower your wis the fewer spells you can cast.



You're not multiclassing with Monk, so there's absolutely no reason to not start with 8 WIS.

8 WIS with a +6 WIS item = 14, max level of spells for a Paladin. The will saves will be alright with a high CHA.

And 6 CON, BAD idea. I never have my elves with less than 12 CON

assamite
01-06-2010, 10:40 PM
You're not multiclassing with Monk, so there's absolutely no reason to not start with 8 WIS. 8 WIS with a +6 WIS item = 14, max level of spells for a Paladin.

O.o Base values my friend :D base values... Or everyone would be wearing a +2-6 int item when they lvled up.



[I never have my elves with less than 12 CON
*2 thumbs up* Good for you. How many capped elves do you have in the 3 months you have been playing? Don't get me wrong you might be a vet <.< but your current join date says otherwise.

OMG!! now that i look i got a bunch of new people gangin me :D

Let me fill you guys in... Before DDO was even a thought in your mind 200hp was considered Uber :)
The mod before 8 350-400 was considerd standard. Mod 8 400-450 (350 was still good mod 7-8 but certain ac requirments had to be met. 65+). Mod 9 Horoth hit someone with a crit disintagrate for 550 when they rolled a 1 and all the lil ubers made the new rule that you want 551hp or more ( rofl 551 to be funny) if your melee or your gimp. This new "rule" means that there are many pre mod 9 builds out there that are falling short, because there is a less than 1% chance that you'll get auto PWND fighting a raid boss, giving him 25% of his hp back. My point is if you can't get over 551 hp without sacraficing something 400-500 is A OK :P

AylinIsAwesome
01-07-2010, 01:35 AM
O.o Base values my friend :D base values... Or everyone would be wearing a +2-6 int item when they lvled up.




Except...it's not base value. It's the value at the time you attempt to mem the spell and when you attempt to cast.

Casting a spell and getting skill points are totally different things. If +INT/CHA/WIS items didn't affect spells as you suggest then why would any caster ever wear bonuses to those stats?

Here, I'll quote Junts from his Paladin build thread (since this IS a paladin you suggested):



Wisdom: Wisdom fuels paladin spell points and spell-casting. You need to have 10+spell level wisdom to cast. Any paladin that does not depend on monk's wisdom bonus to AC is well advised to not start with more than 8 wisdom. While it will be inconvenient up until around level 9-11, the additional spell points are never consequential (at level 4, 2 wisdom is worth 13 spell points .. at level 20, its worth 29) and pretty much every other stat is important. It may be that this means you cannot cast spells initially when you acquire them at level 4 for a level or two. While this is obnoxious, it's important to remember that if you did have enough wisdom to cast them, you'd have 20-25 spell points and be able to cast them once or twice per shrine. Most new players see that tomes are used for wisdom and assume they can't dump stat it, and it's certainly an inconvenience, but it's one that will wear off by level 11, and for which you'll be glad from about level 13 upward. It doesn't take having tomes to make dumping wisdom wise, just a bit of patience (who's missing 2 45 second, +1 to hit and damage divine favor's per shrine anyway?)


Constitution: For every DDO character, constitution is extremely important. This is certainly true on a front-line melee class, even one with great saves and self-healing abilities. Typical advice is to invest in constitution for as long as you get 1 point per 1 build point. Paying 2 for 1 in constitution is rarely a good idea, and some two weapon human, dwarf or warforged builds will go 2 points shy of that (12 human, 14 dwarf/wf). Going under 12 is never wise, and even the listed exception is something you should approach carefully.

Thread is here: http://forums.ddo.com/showthread.php?t=218542

In fact, most Paladins don't take more than 8 WIS (unless they plan to multi-class to Monk, which is a different story entirely). Here's some proof:

http://forums.ddo.com/showthread.php?t=223569
http://forums.ddo.com/showthread.php?t=204161
http://forums.ddo.com/showthread.php?t=204843
http://forums.ddo.com/showthread.php?t=205029

(So please, learn about Paladins. Thanks. ;) )


So in the end, with 14 WIS and 6 CON, you lose 60 HP that you could have had at the end, for about 80 SP (since with a +6 WIS, because it actually works this way you can still cast your level 4 spells). That's not a good trade-off.


You lose hardly anything by using WIS as a dump stat (a little more than 80 SP and -3 Will Save, which you can make up for with items and a high CHA), and the HP you lose from using CON as a dump stat can make a huge difference. If you could get an extra 60 HP with almost no downsides, wouldn't you take it?

assamite
01-07-2010, 02:46 AM
Except...it's not base value. It's the value at the time you attempt to mem the spell and when you attempt to cast.

Casting a spell and getting skill points are totally different things. If +INT/CHA/WIS items didn't affect spells as you suggest then why would any caster ever wear bonuses to those stats? Well they would wear those bonuses for additional SP and spell DC's. And i would hope thier base stat would be high enough to mem thier spells :)

Here, I'll quote Junts from his Paladin build thread (since this IS a paladin you suggested):

Thread is here: http://forums.ddo.com/showthread.php?t=218542

In fact, most Paladins don't take more than 8 WIS (unless they plan to multi-class to Monk, which is a different story entirely). Here's some proof:

http://forums.ddo.com/showthread.php?t=223569
http://forums.ddo.com/showthread.php?t=204161
http://forums.ddo.com/showthread.php?t=204843
http://forums.ddo.com/showthread.php?t=205029

(So please, learn about Paladins. Thanks. ;) )


So in the end, with 14 WIS and 6 CON, you lose 60 HP that you could have had at the end, for about 80 SP (since with a +6 WIS, because it actually works this way you can still cast your level 4 spells). That's not a good trade-off.

Welp... being as i never rolled a pali with wis as a dump stat i wasn't aware they were not bound to the same rules as Bards, rangers, wizards, and Sorcs. Cus i have rolled a Ranger with WIS as a dumpstat and it did not let me mem spells even with an item equiped :)


You lose hardly anything by using WIS as a dump stat (a little more than 80 SP and -3 Will Save, which you can make up for with items and a high CHA), and the HP you lose from using CON as a dump stat can make a huge difference. If you could get an extra 60 HP with almost no downsides, wouldn't you take it?

If you can mem spells on a pali with Wis as a dump stat by all means dump it :) put it in con. Its the only reason i had con as a dump stat. My first toon kicks ass with 370 hp madstoned, just throwing that out there :D

assamite
01-07-2010, 12:50 PM
If you can in fact Mem spells without a base 14 wis i recommend Con instead Kroog. While you are at it you can ditch OTWF and pick up Force of personality :)

Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

John
Level 20 Lawful Good Drow Male
(2 Fighter \ 15 Paladin \ 3 Rogue)
Hit Points: 310
Spell Points: 176
BAB: 19\19\24\29\29
Fortitude: 23
Reflex: 20
Will: 20

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 22
Dexterity 16 17
Constitution 12 12
Intelligence 10 12
Wisdom 8 8
Charisma 16 20

Tomes Used
+1 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Charisma used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 7
Bluff 3 5
Concentration 1 1
Diplomacy 3 5
Disable Device 4 13
Haggle 3 5
Heal -1 0
Hide 3 3
Intimidate 3 5
Jump 7 10
Listen 3 5
Move Silently 3 3
Open Lock 7 7
Perform n/a n/a
Repair 0 1
Search 4 20
Spot 3 5
Swim 3 6
Tumble n/a n/a
Use Magic Device 7 28

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Fighter)
Feat: (Fighter Bonus) Two Weapon Fighting


Level 3 (Fighter)
Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Selected) Force of Personality


Level 4 (Paladin)


Level 5 (Paladin)


Level 6 (Paladin)
Feat: (Selected) Power Attack


Level 7 (Paladin)


Level 8 (Paladin)


Level 9 (Paladin)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Rogue)


Level 11 (Paladin)


Level 12 (Paladin)
Feat: (Selected) Greater Two Weapon Fighting


Level 13 (Paladin)


Level 14 (Paladin)


Level 15 (Paladin)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Paladin)


Level 17 (Paladin)


Level 18 (Paladin)
Feat: (Selected) Extend Spell


Level 19 (Rogue)


Level 20 (Paladin)
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Acid Trap Lore I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Courage of Good II
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Bulwark of Good IV
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Exalted Smite III
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Knight of the Chalice I
Enhancement: Paladin Knight of the Chalice II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Fighter Strength I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Toughness IV

KKDragonLord
01-07-2010, 01:09 PM
If you can in fact Mem spells without a base 14 wis

yes you can, non-monk pallys dont need Wis as much as they need everything else, 8 is enough.